Warhammer 40k 5E | GM Binder

Warhammer 40,000 (5E D&D)

A Warhammer 40,000, D&D 5E Compendium.

This Book

This compendium is to be used with the Official D & D 5E Players handbook, in this koran you will find the Races, classes and backgrounds and more. This may be used for character creation in The 40k universe, Credits for this collection go to Games workshop, Wizards of the slide, the lore and cannon is chiefly taken from The 40k wikifandom/Wiki, iodine used J.K. Colyer, kenko6ux @ yahoo.coms Enginer class and Devices for the technical school priest, besides some conversions of equipment type material from wrath and glory, deathwatch beetle and Dark heresy. This bible started as a D & D 40k home brew mash up thing one was working on but i realized there was not allot to be used for 5E rules in regards to the Warhammer 40k universe so with a bit of adjustments to and already growing project and countles more hours of additions, here it is. Feel spare to use these rules in your own games contact me in my discordance chanar
The art is all random google searches i do not have the artwork credits to this ledger, but if

Races

Human

The Human species ( Homo sapiens ), besides known as Humanity, Mankind or Man, is that collection of factions comprised of Humanity, the most dominant intelligent species in the Milky Way Galaxy in the recently 41st Millennium AD .
Humans are bipedal mammals who have proven to prefer highly stratified, hierarchical societies. Humanity is an aggressively violent, territorial and expansionist species that has little tolerance for early forms of intelligent liveliness .
Humanity is divided into a battalion of factions, either working for or against the overall interests of Mankind in its attempts to retain control over the galax and survive unscathed in an incredibly hostile population .
however, the huge majority of humans live under the authoritarian rule of the interstellar empire known as the Imperium of Man .

Traits

Ability Scores and Increases. 4d6, Re-roll 1 ‘s drop low. then two unlike ability scores of your choice each increase by 2, to a maximal of 20, alternetivly you may rather add 1 to all six attributes .
Age. Humans reach adulthood in their belated teens and live less than a century .
Alignment: Humans tend toward no especial Alignment. The best and the worst are found among them .
Size: Humans vary wide in height and build, from scantily 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium .
Speed: Your base walking speed is 30 feet .
Adaptable Gain one feature of your choice .
Body Modification. Gain one Cybernetic Augmentation as described in the Cybernetic Augmentation section of this book, A discrepancy manner to do this is at levels 1,5,10,15 and 20 you gain a cybernetic Augmentation. Your GM may besides let you pick from the Mortal Genetic Modifications list or the Mutations / chaos Mutations lists adenine well as the Cybernetic Augmentations section of this bible .
Skill Proficiencies: Gain 1 Skill of your choice .
Languages: You can speak, read, and spell Gothic and one extra terminology of your choice. Humans typically learn the Languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues : Ork curses, Aeldari expressions, Squat Rigger speak, and so on .

Astartes

The Space Marines or Adeptus Astartes are foremost amongst the defenders of world, the greatest of the Emperor of Mankind ‘s warriors. They are barely human at all, but superhuman ; having been made superior in all respects to a normal man by a harsh regimen of genic change, psycho-conditioning and rigorous train .
Space Marines are untouched by plague or any natural disease and can suffer wounds that would kill a lesser being several times over, and live to fight again. Clad in ancient Power Armour and wielding the most potent weapons known to homo, the Space Marines are terrifying foes and their devotion to the Emperor and the Imperium of Man is unyielding. They are the God-Emperor ‘s Angels of Death, and they know no concern .
The Astartes are physically stronger, far more resilient and much mentally far removed from the lot of most normal human beings. In the bearing of the Astartes, most people feel a combination of awe and reverence, and many cultures on the more archaic worlds just worship them outright as demigods or angels of the God-Emperor made human body .
They should feel so, for many Space Marines feel little compassion for those they have sometimes termed “ mortals ” in comparison to themselves, seeing the very people they were created to protect as fiddling more than obstacles to a more effective eradication of the Imperium ‘s enemies .

Traits

Ability Score Astartes have a plant starting Stat line As follows STR 16, Dex 16, CON 16, and for Wisdom, Intelligence and Charisma, 14 ‘s
Age. Astartes can live indefinitly most space marine die in a glorious battle against the emperors enemies far before there geneticaly enhanced soundbox would give means .
Alignment. Astartes rock more tword true rolls .
Size. Astartes are very muscular and tall, being around 8 ‘ 0. and between 250 and 350 pounds. Regardless of your position in that range, your size is Medium .
Speed. Your nucleotide walking travel rapidly is 30 feet .
Gender Bound. Astartes may only be males .
Larger then most. You ignore the effects of the Massive parts and mounted weapon Property .
And they shall Know Fear. Astartes gain Advantage on any quiz made to resist the being Frightened or Routed .
Languages: You can speak, read, and compose Gothic and one extra language of your choice. Like Humans Astartes typically learn the Languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their address with words borrowed from other tongues : Orc curses, Aeldari expressions, Squat Rigger talk, and so on .
Genetic implants. The 19 implant organs are very complicated, and because several of them only work by rights or at all in the presence of early implants, the removal, mutant or failure of one electric organ can affect the accurate function of the others. Because of this, and the fact that each chapter ‘s gene-seed belongs to that Chapter alone, different Chapters display different characteristics and use different sets of implants and methods of implantation. [ Needs Citation ]
Throughout the implantation action the Marine must undergo respective forms of conditioning in club for the implant organs to develop and become depart of his physiology .
Listed under is the complete set of implants used :
Phases 1-3 can be introduced at the lapp time, ideally between 10 and 14 years of old age. Phases 4 and 5 can be introduced at the same clock time, ideally between 12 and 14 years of age. Hypnotherapy normally begins at phase 6, ideally erstwhile between 14 and 17 years of age. Phases 7 to 9 are normally introduced simultaneously, ideally at a point between 14 and 16 years old. The follow series of organs are besides ideally implanted between the ages of 14 and 16. Phases 14 and 15 may be introduced at the same time, ideally between 15 and 16 years of age. The remaining series of implants are then ideally introduced to the recipient role between the ages of 16 and 18 .

Implants

Secondary Heart Phase 1 : This simplest and most self-sufficient of implants allows a Space Marine to survive his other heart being damaged or destroyed, and to survive in low oxygen environments. not good a back-up, the secondary heart can boost the blood-flow around the Marine ‘s body .

  • Once per long rest when you are reduced to 0 HP but not killed outright, on your next turn electricity surges through your body and jolts you back to consciousness; instead of rolling for a death saving throw, you automatically gain 1 HP.

Ossmodula Phase 2 : A belittled, building complex, tubular organ, the ossmodula secretes hormones that both affect the ossification of the skeleton and encourages the forming cram growths to absorb ceramic-based chemicals that are laced into the Marine ‘s diet. This drastically alters the way a Space Marine ‘s bones grow and develop. Two years after this implant is first put in the subject ‘s long bones will have increased in size and intensity ( along with most early bones ), and the rib cage will have been fused into a solid, bulletproof mass of interlocking plates .

  • You develop resistance to bludgeoning damage.

Biscopea Phase 3 : This small, round electric organ is inserted into the chest cavity and releases hormones that vastly increase muscleman increase throughout the marine ‘s body. It besides serves to form the hormonal footing for many of the by and by implants .

  • Your extreme Strength imposes disadvantage on any check an enemy is using to attempt to break free of or escape from your grapples. You also gain a climb speed equal to your base movement speed.

Haemastamen Phase 4 : Implanted into the main circulative arrangement, this bantam implant not alone increases the hemoglobin content of the subject ‘s blood, making it more effective at carrying oxygen around the body and making the subject ‘s blood a bright red, it besides serves to monitor and control the actions of the phase 2 and phase 3 implants .
Larraman’s Organ Phase 5 : A liver-shaped organ about the size of a golf-ball, this implant is placed within the chest pit and connected to the circulatory system. It generates and controls ‘Larraman cells ‘, which are released into the blood flow if the recipient is wounded. They attach themselves to leukocytes ( flannel rake cells ) in the blood and are carried to the locate of the wind, whereupon liaison with vent they form a cheeseparing instant while of scar weave, sealing any wounds the Space Marine may suffer, acting like platelets, only better .

  • Once per long rest you may as a bonus Action regain 1d10+Con Hit Point.

Catalepsean Node Phase 6 : Implanted into the back of the brain, this pea-sized organ influences the circadian rhythm of sleep and the body ‘s answer to sleep privation. If deprived of rest, the catalepsean node cuts in. The node allows a Marine to sleep and remain alert at the same clock time by switching off areas of his brain consecutive. This march can not replace sleep entirely, but increases the Marine ‘s survivability by allowing perception of the environment while resting. This means that a Space Marine needs no more than 4 hours of sleep a day, and can potentially go for 2 weeks without any sleep at all .

  • a Space marine with this needs no more than 4 hours of sleep to complete a long rest, gains a +5 passive perception when sleeping and you ignore your 1st level of exahustsion for up to 14 days.

Preomnor Phase 7 : This is basically 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 lifelike abdomen in the body ‘s system and can be isolated from the rest of the digestive nerve pathway in order to contain peculiarly troublesome inhalation .

  • Gain resistance to poison damage and advantage on saves Against any ingested poisons and diseases

Omophagea Phase 8 : This plant, besides called “ the Remembrancer ”, allows a Space Marine to ‘learn by eating ‘. It is situated in the spinal cord but is actually part of the brain. Four heart bundles are implanted connecting the spinal column and the abdomen wall. able to ‘read ‘ or absorb genetic fabric consumed by the marine, the omophagea transmits the gain data to the Marine ‘s brain as a set of memories or experiences. It is the presence of this organ which has led to the respective flesh-eating and blood-drinking rituals for which the Astartes are celebrated, ampere well as giving names to chapters such as the Blood Drinkers and Flesh Tearers. Over meter, mutations in this implant have given some chapters unnatural craving for blood or pulp .

  • Gain advantage on checks to do with gaining knowledge of a Biological material that was ingested.

Multi-lung Phase 9 : This extra lung activates when a Space Marine needs to breathe in low-oxygen or poison atmospheres, and even water system. The natural lungs are closed off by a sphincter muscleman associated with the multi-lung and the implant organ takes over breathing operations. It besides has highly efficient toxin dispersion systems .

  • You can breath under water and gain resistance to inhaled poisons, gases and deiseses and advantage on saves against such things.

Occulobe Phase 10 : This implant sits at the base of the brain, and provides hormonal and genetic stimuli which enable a Marine ‘s eyes to respond to optic-therapy. This in turn allows the Apothecaries to make adjustments to the growth patterns of the center and the light-receptive retinal cells – the consequence being that Space Marines have far superior vision to normal humans, and can see in low-light conditions about a well as in day .

  • Gain dark vision out to 30ft and lowlight out to 60ft

Lyman’s Ear Phase 11 : not only does this implant make a Space Marine immune to dizziness or gesture nausea, it besides allows Space Marines to consciously filter out and enhance certain sounds. The Lyman ‘s Ear wholly replaces a Marine ‘s original ear. It is outwardly indistinguishable from a normal human ear .

  • Gain advantage on Perception check to do with hearing and save against deafness. Furthermore gain immunities to any type dizziness or motion sickness

Sus-an Membrane Phase 12 : initially implanted above the brain, this membrane finally merges with the recipient ‘s entire brain. ineffective without follow-up chemical therapy and train, but with sufficient training a Space Marine can use this implant to enter a state of matter of suspended animation, consciously or as an automatic rifle reaction to extreme injury, keeping the Marine alert for years, even if he has suffered otherwise mortal wounds. lone the appropriate chemical therapy or autosuggestion can revive a Marine from this state. The longest commemorate period spent in suspend animation was undertaken by Brother Silas Err of the Dark Angels, who was revived after 567 years. This organ is besides known as the hibernator implant .

  • When a space marine fails its last death save, Make a constitution save DC 20, if passed the space marine dose not die but may be become dormant in a kind of stasis that can last for hundreds of years, you are unconcious and with the aid of a Tech Priest Biolagus you may be revived with a Medicine check DC10 + 1 for every 10 years the body has been in this stasis.

Melanchromic Organ Phase 13 : This implant controls the sum of melanin in a Marine ‘s bark. exposure to high levels of sunlight will result in the Marine ‘s peel darken to compensate. It besides protects the Marine from other forms of radiation .

  • Gain Resistance or advantage on saves against effects done by a sun or UV rays and Radiation damage.

Oolitic Kidney Phase 14 : In junction with the secondary coil heart this implant allows a Space Marine to filter his rake very cursorily, rendering him immune or purged of most poisons. This action comes at a price, however, as this emergency detoxification normally renders the Marine unconscious mind while his rake is circulated at high speed. The organ ‘s everyday routine is to monitor the entire circulatory system and allow other organs to function efficaciously .

  • you may use your entire turn to remove any poison conditionds or effects produced by a poison or venom.

Neuroglottis Phase 15 : This enhances a Space Marine ‘s sense of sample to such a eminent degree that he can identify many common chemicals by taste entirely. A Marine can even track a target by sample .

  • gain advantage on intelligence check to ID any chemicals in a mixture that you injested.

Mucranoid Phase 16 : This implant allows a Space Marine to sweat a substance that coats the skin and offers resistance to extreme heat and cold and can even provide some security for the marine in a vacuum. This can merely be activated by external treatment, and is common when Space Marines are expected to be fighting in vacuum .

  • An apothecary or Tech Priest Bioligus may activate to provide resistance to radiant and Cold damage and Immunity to the effects of a vacum this only last for 24 hours and my only be done after a proper long rest has been preformed.

Betcher’s Gland Phase 17 : 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 means to the poison gland of poisonous reptiles by synthesizing and storing deadly poison, which the Marines themselves are immune to due to the gland ‘s presence. This allows a Space Marine to spit a blind contact poison. The poison is besides corrosive and can even burn away “ potent ” metals, given sufficient time .

  • Once per short rest you may use a ranged attack with a range of 5ft you count as proficient with it and it is considered a pistol. if the attack hits the target must make a Constitution save DC 8 + your proficiency + your Con or they will be Blinded for 1d4 rounds

Progenoids Phase 18 : There are two of these glands, one situated in the neck and the early within the chest cavity. These glands are vitally important and represent the future of the chapter, as the alone direction new gene-seed can be produced is by reproducing it within the bodies of the Marines themselves. This is the implant ‘s only function. The glands absorb familial material from the other deep-rooted organs. When they have matured, each gland will have developed a single gene-seed corresponding to each of the zygotes which have been implanted into the Marine .

  • These take time (5 years in the first case, 10 in the latter) to mature into gene-seed. The gene-seed can then be extracted and used to create more Space Marines. Thanks to the superior implantation process and genetic stability of Primaris Space Marines, the Imperium has recently been able to harvest gene-seed at a rate previously unseen.

Black Carapace Phase 19 : The most distinctive implant, it resembles a film of black credit card that is implanted immediately beneath the peel of the Marine ‘s torso in sheets. It hardens on the outside and sends incursive neural bundles into the Marine ‘s body. After the organ has matured the recipient role is then fitted with neural sensors and interface points cut into the carapace ‘s surface. This allows a Space Marine to interface immediately with his Power Armour. Without the Black Carapace many of the systems of the power armor will not function. While driving the vehicles of the Chapter, extra spinal anesthesia interface plugged into power armor and Black Carapace to provide the Space Marine an intuitive ‘feel ‘ for vehicles systems and controls, literally making him a part of his vehicle. The Black Carapace was in the first place developed during the Unification era by the Terran scientist Amar Astarte. however it was flawed and could not be utilized until Ezekiel Sedayne perfected the technology .

  • This allows a space marine to have a max dex bonus from Wearing power Armor

Pariah (Blank)

A psychic Blank, besides known as an untouchable, a psychic Null, and a Pariah, is a human who possesses the rare mutation sometimes described as the “ Pariah Gene ” that makes them generate no psychic presence in the Warp, thus leaving them basically soulless. Known besides as “ Blacksouls ” and “ the Soulless, ” a Blank is a living anathema for all psykers, regardless of their species .
The minds of most sentient beings have a direct connection to the Warp that is actually what is called the soul in many cultures. Psykers have particularly hard connections to the Warp, and their souls frankincense appear as blazing brands to those who can see within the Immaterium, religious beacons which draw the hungry attention of Warp denizens. Blanks are born with no connection to the Warp at all, their presence completely invisible within the Empyrean. In fact, the minds of Blanks can actually somehow sever the connection between the Warp and realspace within their local area .
The result is that a Blank dampens any psychic or Warp-related powers occurring within their air ‘s area of consequence. A psyker standing within the Blank ‘s range will find their powers weakened if not wholly malfunctioning. The Blank themselves is immune to all send psychic effects. however, a psyker could inactive attack a Blank indirectly by using their abilities to telekinetically launch a rocket at them .
A Blank is the direct antithesis of Chaos as he or she possesses no presence within the Warp. Blanks are wholly immune to daemonic possession and spiritual corruptness by Chaos. Blanks can besides interfere with the Tyranid Hive Mind ‘s ability to telepathically link Tyranid bioforms through its synapse organism. however, this intervention is nowhere about american samoa herculean as what their abilities do to beings composed of pure psychic energy such as entities native to the Warp and daemons .
A Blank ‘s proximity to person who possesses tied a modicum of psychic ability can be quite painful or flush lethal to the psyker, particularly to psychically-sensitive beings such as the Aeldari. tied ordinary, non-psychic individuals categorised as Level Sigma and below in psychic ability can be affected by a Blank ‘s aura, as they radiate a sense of unnatural “ wrongness ” that makes other living creatures highly uncomfortable and uneasy in their presence .
People in the bearing of an Untouchable will often harbour intensely hostile feelings towards the Blank for reasons that they can not explain. As a result, most Pariahs do not live long as the feelings of hate and antipathy they generate among even non-psychic individuals means they have few friends and many enemies. The Soulless are identical rare in the galaxy since possibly only one person on an entire world will be a carrier of the mutant in every human generation. It is believed by some in the Adeptus Mechanicus that the familial changes jointly called the Pariah Gene were measuredly engineered into the genomes of the ancestors of Mankind by the Necrons millions of standard years ago during the War in Heaven .
Blanks nowadays are most often used by the Officio Assassinorum ‘s Culexus Temple and as Acolytes by Inquisitors of the Ordo Hereticus who find them to be utilitarian psychic shields and weapons against the hag and unsanctioned psykers. The Ordo Malleus finds Blanks to be brilliant living weapons against daemons. additionally, every penis of the Sisters of Silence, the Imperium ‘s most effective anti-psyker military push, is a Null. On the Psyker Scale normally employed by the Adeptus Astra Telepathica, Blanks occupy the bottommost levels, from Phi-plus to the inordinately rare Omega-minus level .
There are no know instances of Blanks being born naturally amongst the nonhuman species of the galaxy, though Blanks have come into being among alien races, such as the Solitaire of the Aeldari Harlequins .

Traits

Ability Score Increases. 4d6, Re-roll 1 ‘s cliff broken. then two different ability scores of your choice each increase by 2 and charisma decreases by 2 .
Age. much like humans, Pariah reach adulthood in their belated teens and live less than a century .
Alignment: Pariah are identical rarely lawful. This is why they are most generaly feared in the empire
Size: Pariah always grow to be average human hight and system of weights, your size is Medium .
Speed: Your base walking focal ratio is 30 feet .
Soulless You count as having the anti-magic field spell active at all times. Summoned creatures and deamons are not banished but suffer and amount of HP loss peer to the piriahs floor each round within the air, this damage can not be prevented and you may not be possessed by chaos or any demonic ability. Any creatures that are not Pariah in a Pariah antimagic field Suffer the effect of Poisoned Though this is not Poison for the perpouses of Immunities and resistances, If the Creature Manifest the warp or is a Deamon It Suffers 1D8 psychic price each round in the field .
Languages: You can speak, read, and write Gothic and one extra terminology of your choice. Pariah like Humans typically learn the Languages of other peoples they deal with, including dark dialects. They are fond of sprinkling their speech with words borrowed from other tongues : Orc curses, Aeldari expressions, Squat Rigger talk, and so on .

Primaris

The Primaris Space Marines are a modern breed of transhuman warriors developed across the span of ten thousand standard years by Archmagos Dominus Belisarius Cawl. Their universe was perfected on Mars on the order of Primarch Roboute Guilliman in the days immediately after the second Founding in the early 31st millennium .
Cawl used the genic template of the original Space Marines created by the Emperor for His Great Crusade as the starting point for the development of these new Astartes .
however, Primaris Space Marines are bigger, more bouncy, physically more mighty and own faster reaction times than their master Astartes counterparts, now frequently referred to as the “ Firstborn. ”
Primaris Astartes are besides implanted with 22 preferably than 19 gene-seed organs, and their gene-seed is more resistant to mutation than that of their predecessors .
They were deployed across the galaxy by Guilliman and Cawl during the Indomitus Crusade after the open of the Great Rift in the Era Indomitus. They were used as reinforcements for existing Chapters of Astartes or to found all-new Chapters comprised entirely of Primaris Marines .

Traits

Ability Score Increase. Primariss have a bent starting Stat line As follows STR 18, Dex 16, CON 18, and for Wisdom, Intelligence and Charisma, 15 ‘s
Age. Primaris can live indefinitly most Primaris die in a glorious fight against the emperors enemies far before there geneticaly enhanced body would give way .
Alignment. Primaris are always true rolls .
Size. Primaris are absolutely Muscular and improbable, being around 10 ‘ 0 and between 350 and 450 pounds .
Speed. Your foundation walking speed is 30 feet .
Larger then most. You ignore the effects of the Massive parts and Mounted weapon Property .
Large Frame. The Primaris big size gives it a – 2 Armor Class and your size is large .
Gender Bound. Primaris may only be males .
And they shall Know Fear. Primaris acquire Advantage on any test made to resist the being Frightened or Routed .
Languages: You can speak, read, and write Gothic and one extra lyric of your choice. Like Humans Primaris typically learn the Languages of other peoples they deal with, including apart dialects. They are affectionate of sprinkling their speech with words borrowed from early tongues : Orc curses, Aeldari expressions, Squat Rigger talk, and so on .
Genetic implants. The 22 deep-rooted organs are very complicated, and because respective of them only work by rights or at all in the presence of early implants, the removal, mutant or failure of one organ can affect the precise operation of the others. Because of this, and the fact that each chapter ‘s gene-seed belongs to that Chapter alone, different Chapters display unlike characteristics and use different sets of implants and methods of implantation. [ Needs Citation ]
Throughout the implantation process the Marine must undergo diverse forms of condition in holy order for the plant organs to develop and become part of his physiology .
Listed below is the complete set of implants used :
Phases 1-3 can be introduced at the same time, ideally between 10 and 14 years of long time. Phases 4 and 5 can be introduced at the same prison term, ideally between 12 and 14 years of old age. Hypnotherapy normally begins at phase 6, ideally erstwhile between 14 and 17 years of old age. Phases 7 to 9 are normally introduced simultaneously, ideally at a period between 14 and 16 years previous. The comply series of organs are besides ideally implanted between the ages of 14 and 16. Phases 14 and 15 may be introduced at the lapp clock, ideally between 15 and 16 years of age. The remaining series of implants are then ideally introduced to the recipient between the ages of 16 and 18 .

Implants

Secondary Heart Phase 1 : This simplest and most self-sufficient of implants allows a Space Marine to survive his other affection being damaged or destroyed, and to survive in low oxygen environments. not just a back-up, the secondary coil heart can boost the blood-flow around the Marine ‘s body .

  • Once per long rest when you are reduced to 0 HP but not killed outright, on your next turn electricity surges through your body and jolts you back to consciousness; instead of rolling for a death saving throw, you automatically gain 1 HP.

Ossmodula Phase 2 : A humble, complex, tubular organ, the ossmodula secretes hormones that both affect the ossification of the skeletal system and encourages the forming bone growths to absorb ceramic-based chemicals that are laced into the Marine ‘s diet. This drastically alters the way a Space Marine ‘s bones grow and develop. Two years after this plant is foremost put in the subjugate ‘s long bones will have increased in size and persuasiveness ( along with most other bones ), and the rib cage will have been fused into a solid, bulletproof multitude of interlocking plates .

  • You develop resistance to bludgeoning damage.

Biscopea Phase 3 : This small, circular electric organ is inserted into the chest cavity and releases hormones that vastly increase muscle growth throughout the marine ‘s body. It besides serves to form the hormonal footing for many of the late implants .

  • Your extreme Strength imposes disadvantage on any check an enemy is using to attempt to break free of or escape from your grapples. You also gain a climb speed equal to your base movement speed.

Haemastamen Phase 4 : Implanted into the chief circulatory system, this bantam implant not alone increases the hemoglobin capacity of the subject ‘s blood, making it more effective at carrying oxygen around the body and making the subject ‘s blood a bright bolshevik, it besides serves to monitor and control the actions of the phase 2 and phase 3 implants .
Larraman’s Organ Phase 5 : A liver-shaped harmonium 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 the recipient is wounded. They attach themselves to leukocytes ( flannel blood cells ) in the blood and are carried to the site of the hoist, whereupon touch with air they form a near moment patch of scar weave, sealing any wounds the Space Marine may suffer, acting like platelets, only better .

  • Once per long rest you may as a bonus Action regain 1d10+Con Hit Point.

Catalepsean Node Phase 6 : Implanted into the back of the brain, this pea-sized organ influences the circadian rhythm of sleep and the soundbox ‘s reception to sleep privation. If deprived of sleep, the catalepsean node cuts in. The node allows a Marine to sleep and remain alert at the like time by switching off areas of his brain consecutive. This process can not replace sleep entirely, but increases the Marine ‘s survivability by allowing perception of the environment while resting. This means that a Space Marine needs no more than 4 hours of rest a day, and can potentially go for 2 weeks without any sleep at all .

  • a Space marine with this needs no more than 4 hours of sleep to complete a long rest, gains a +5 passive perception when sleeping and you ignore your 1st level of exahustsion for up to 14 days.

Preomnor Phase 7 : This is basically 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 abdomen in the body ‘s system and can be isolated from the lie of the digestive tract in order to contain particularly troublesome intake .

  • Gain resistance to poison damage and advantage on saves Against any ingested poisons and diseases

Omophagea Phase 8 : This implant, besides called “ the Remembrancer ”, allows a Space Marine to ‘learn by eating ‘. It is situated in the spinal cord but is actually depart of the brain. Four nerve bundles are implanted connecting the spine and the abdomen wall. able to ‘read ‘ or absorb genetic material consumed by the marine, the omophagea transmits the gain information to the Marine ‘s brain as a set of memories or experiences. It is the presence of this harmonium which has led to the diverse flesh-eating and blood-drinking rituals for which the Astartes are celebrated, ampere well as giving names to chapters such as the Blood Drinkers and Flesh Tearers. Over clock, mutations in this plant have given some chapters affected craving for blood or pulp .

  • Gain advantage on checks to do with gaining knowledge of a Biological material that was ingested.

Multi-lung Phase 9 : This extra lung activates when a Space Marine needs to breathe in low-oxygen or poison atmospheres, and tied water. The natural lungs are closed off by a sphincter muscle associated with the multi-lung and the implant organ takes over breathing operations. It besides has highly effective toxin dispersion systems .

  • You can breath under water and gain resistance to inhailed poisons, gases and deseases and advantage on saves against such things.

Occulobe Phase 10 : This implant sits at the establish of the genius, and provides hormonal and genetic stimuli which enable a Marine ‘s eyes to respond to optic-therapy. This in turn allows the Apothecaries to make adjustments to the increase patterns of the center and the light-receptive retinene cells – the solution being that Space Marines have far superior vision to normal humans, and can see in low-light conditions about a well as in day .

  • Gain dark vision out to 30ft and lowlight out to 60ft

Lyman’s Ear Phase 11 : not alone does this implant make a Space Marine immune to dizziness or motion sickness, it besides allows Space Marines to consciously filter out and enhance certain sounds. The Lyman ‘s Ear completely replaces a Marine ‘s original ear. It is outwardly indistinguishable from a convention human ear .

  • Gain advantage on Perception check to do with hearing and save against deafness. Furthermore gain immunetys to any type dizziness or motion sickness

Sus-an Membrane Phase 12 : initially implanted above the mind, this membrane finally merges with the recipient role ‘s entire brain. ineffective without follow-up chemical therapy and train, but with sufficient training a Space Marine can use this plant to enter a state of suspend vivification, consciously or as an automatic rifle reaction to extreme injury, keeping the Marine alive for
years, tied if he has suffered otherwise deadly wounds. only the appropriate chemical therapy or autosuggestion can revive a Marine from this country. The longest recorded menstruation spent in suspend vivification was undertaken by Brother Silas Err of the Dark Angels, who was revived after 567 years. This organ is besides known as the hibernator implant .

  • When a space marine fails its last death save, Make a constitution save DC 20, if passed the space marine dose not die but may be become dormant in a kind of stasis that can last for hundreds of years, you are unconcious and with the aid of a Tech Priest Biolagus you may be revived with a Medicine check DC10 + 1 for every 10 years the body has been in this stasis.

Melanchromic Organ Phase 13 : This implant controls the amount of melanin in a Marine ‘s skin. exposure to high levels of sunlight will result in the Marine ‘s skin darken to compensate. It besides protects the Marine from other forms of radiation sickness .

  • Gain Resistance or advantage on saves against effects done by a sun or UV rays and Radiation damage.

Oolitic Kidney Phase 14 : In junction with the secondary heart this plant allows a Space Marine to filter his blood very quickly, rendering him immune or purged of most poisons. This action comes at a price, however, as this emergency detoxification normally renders the Marine unconscious mind while his blood is circulated at high amphetamine. The organ ‘s everyday function is to monitor the entire circulative system and allow other organs to function efficaciously .

  • you may use your entire turn to remove any poison conditionds or effects produced by a poison or venom.

Neuroglottis Phase 15 : This enhances a Space Marine ‘s sense of taste to such a senior high school degree that he can identify many common chemicals by taste alone. A Marine can tied track a target by taste .

  • gain advantage on intelligence check to ID any chemicals in a mixture that you injested.

Mucranoid Phase 16 : This implant allows a Space Marine to sweat a means that coats the clamber and offers resistance to extreme heat and cold and can even provide some protection for the marine in a void. This can merely be activated by outside discussion, and is common when Space Marines are expected to be fighting in vacuum .

  • An apothecary or Tech Priest Genetor may activate to provide resistance to radiant and Cold damage and Immunity from the effects of a vacum this only last for 24 hours and my only be done after a proper long rest has been preformed.

Betcher’s Gland Phase 17 : 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 alike way to the poison gland of poisonous reptiles by synthesizing and storing madly poison, which the Marines themselves are immune to due to the gland ‘s presence. This allows a Space Marine to spit a blind contact poison. The poison is besides caustic and can even burn away “ strong ” metals, given sufficient fourth dimension .

  • Once per short rest you may use a ranged attack with a range of 5ft you count as proficent with it and it is considered a pistol. if the attack hits the target must make a Constitution save DC 8 + your proficency + your Con or they will be Blinded for 1d4 rounds

Progenoids Phase 18 : There are two of these glands, one situated in the neck and the other within the chest cavity. These glands are vitally significant and represent the future of the chapter, as the merely room new gene-seed can be produced is by reproducing it within the bodies of the Marines themselves. This is the implant ‘s only aim. The glands absorb genetic material from the other implant organs. When they have matured, each gland will have developed a one gene-seed represent to each of the zygotes which have been implanted into the Marine .

  • These take time (5 years in the first case, 10 in the latter) to mature into gene-seed. The gene-seed can then be extracted and used to create more Space Marines. Thanks to the superior implantation process and genetic stability of Primaris Space Marines, the Imperium has recently been able to harvest gene-seed at a rate previously unseen.

Black Carapace Phase 19 : The most distinctive implant, it resembles a film of black plastic that is implanted immediately beneath the skin of the Marine ‘s torso in sheets. It hardens on the outside and sends invasive nervous bundles into the Marine ‘s body. After the organ has matured the recipient is then fitted with neural sensors and interface points cut into the carapace ‘s airfoil. This allows a Space Marine to interface immediately with his Power Armour. Without the Black Carapace many of the systems of the exponent armor will not function. While driving the vehicles of the Chapter, particular spinal interface plugged into power armor and Black Carapace to provide the Space Marine an intuitive ‘feel ‘ for vehicles systems and controls, literally making him a character of his vehicle. The Black Carapace was originally developed during the Unification earned run average by the Terran scientist Amar Astarte. however it was flawed and could not be utilized until Ezekiel Sedayne perfected the engineering .

  • This allows a space marine to have a max dex bonus from Wearing power Armor.

Languages: You can speak, read, and write Gothic and one extra linguistic process of your choice. Like Humans Astartes typically learn the Languages of early peoples they deal with, including dark dialects. They are fond of sprinkling their speech with words borrowed from other tongues : Orc curses, Aeldari expressions, Squat Rigger spill, and thus on .

Primaris Implants

In addition to the above, the newly pipeline of Primaris Space Marines are given three extra implants that allow for their victor size and military capability in addition to a greater level of genic stability. The Primaris Implants take place between Phases 3 and 4, known as the Primaris Alpha and Primaris Beta phases. Both phases can be introduced simultaneously .
Sinew Coils Known as the Steel Within, the Space Marne ‘s sinews are reinforced with durametallic coil-cables that contract with incredible force, magnifying the subjects strength beyond that of a even Space Marine and giving another layer of interior defense .

  • as a result, whenever you score a critical hit with a weapon attack, you may perform an additional attack as a bonus action with that weapon. This effect can only trigger from your standard attack actions.

Magnificat Known as the Amplifier, this little thumbnail-sized lobe is inserted into the brain ‘s effect. The plant secretes hormones that increases the body ‘s increase functions while besides intensifying its advance systems, particularly for the ossmodula and biscopea. In truth, this plant is but half of the true, dual-valve immmortis gland ( the “ God-Maker ” ) which the Emperor made for the Primarchs. Belisarius Cawl was able to build the dextrophic lobe ( right half ) but discovered that information on the sintarius ( left half ) had been wholly eradicated by an stranger force .

  • Effects shown in attributes

Belisarian Furnace Known as the Revitalizer, this dormant organ connects to both hearts. In times of extreme stress or trauma, it expels self-manufactured chemicals like to combat stimms that besides aid in positive feedback. After activation, the gland will fall abeyant again, taking some clock time to build itself up for activation once more .

  • When you use your secondary heart ability you come back with a number of hit points equal to your level not just 1.

Cult Mechanicus

The Cult Mechanicus, besides known in ancient times before the Horus Heresy as the Cult Mechanicum, is the set of religious beliefs that serves as the philosophical initiation of the Adeptus Mechanicus and its harbinger, the ancient Mechanicum .
Although the worshippers of the Cult Mechanicus are members of the Imperium of Man, they have their own version of worship that differs well in theology and ritualistic forms from the standard department of state religion known as the Imperial Cult that is dedicated to the God-Emperor of Mankind .
The religion of the Cult Mechanicus values cognition and the technology it creates above all else and views the final embrace of technology in the shape of a strictly mechanical universe as the ultimate destiny for Mankind ‘s development .
The Cult Mechanicus — the religion of the Machine God — is a complex and labyrinthine structure, a creed of secret rites and ceremony processions that is never shared with outsiders. Within each Forge World the countless ranks of Tech-priests vie for domination in a universe where only through the collection of engineering and hoarded cognition can one advance .
Those who lead the workers and armies of the Cult Mechanicus are called Tech-priests. It is they that devote themselves to the serve of the Omnissiah, altering their human body forms beyond recognition to improve their ability to execute rites of repair, to placate Machine Spirits and to acquire lost technologies .
Given the hostile nature of the galaxy, it is besides necessary to ensure that a Tech-priest has the world power to slay any that stand in the way of their sacred missions .
Despite the ceaseless crave for cognition of all branches of the order, most Tech-priests of the Adeptus Mechanicus have lost the ability to innovate. no longer the master of its creations, the Cult Mechanicus is enslaved to the past .
It maintains the glories of past with rite, dogma and decree alternatively of true taste and inclusion. even the theoretically simple process of activating an engine is preceded by the application of ritual oils, the cauterize of hallowed resins and the tone of retentive and building complex hymn .

Should mechanisms break down, as they often do in service to the Adeptus Mechanicus ‘ war effort, a replacement must be found, or cognition of how to repair the existing one must be learned. Across the galax, thousands upon thousands of armies and fleets are already searching, guided by a database begun before the birth of the Imperium. once found, such items and cognition are confiscated at all costs in the name of the Adeptus Mechanicus .

Traits

Ability Score Increases/decreases. Cult Mechanicus have a set starting Stat line As follows STR 14, Dex 14, CON 14, Intel 18, Wisdom 16 and Charisma, 10
Age. Cult Mechanicus will not die of old old age and dose not old age by any means .
Alignment: Most Cult Mechanicus fallow a true path being a very induce compulsive path .
Size: Cult Mechanicus stand between 5 and 7 feet tall and average about 150 pounds. Your size is Medium .
Speed: Your base walking accelerate is 30 feet .
Darkvision: Your automatic eyes are suited for minimum alight. You can see in the blue up to 50ft and dimlight up to 100ft .
Non biological You do not need to eat drink in and you do however need to shut down each night for 4 hours. Potions and charming mend not for constructs or vehicles have no effect on you and you count as a construct .
Metalic Frame you can not where armor and your AC is equal to 10 + your Dexterity modifier + your Constitution changer .
Bionics deoxyadenosine monophosphate long as you have at least 1 HP you gain 1 Hp at the start of each circle of battle. furthermore when you use a Hit die to heal you may chose to not roll it and treat it as if you rolled half the soap that you could roll .
Tool Proficiency: You gain proficiency with the craftsman ’ sulfur tools, Artificers tools and Tech tools
Skill Proficiencies: Technology and Science .
Languages: You can speak, read, and write Gothic and Binary
Modifications. Gain one Cybernetic Augmentation as described in the cybernetic Augmentations section of this book, A version way to do this is at levels 1,5,10,15 and 20 you gain a cybernetic augmentation .
Sentient but Machine: As a Cult Mechanicus, you can not increase an ability mark in the convention way as most of your living flesh has been replaced with robotics and Augmetations. Every time you get the Ability mark increase feature, you rather craft and attach a augment to your automatic body. Add one Cybernetic Augmentation to your soundbox alternatively of benefiting from the “ ability score improvement ” feature of speech .

Ratling

A Ratling ( Homo sapiens minimus ) is a member of a belittled, loudly, hungry and lecherous Abhuman species. Ratlings are granted full Imperial citizenship despite their mutant condition and in the past have frequently served in the regiments of the Astra Militarum as members of the Militarum Auxilla. however, they are still distrusted by the more puritanical members of the Inquisition .
Though less resilient than their baseline human comrades, Ratlings are naturally excellent shots. It is said that Ratling marksmen can take the head off a heretic from over a Terran mile away. Coupled with their bent for staying out of damage ‘s way, this makes Ratlings formidable snipers who can exact a fade toll upon superior foe forces. inescapably, the Abhuman Ratlings face prejudice from the men they serve aboard, yet their skill as thieves, fences and black marketeers tends to win them toleration. indeed, Guardsmen who give the Ratlings besides much grief will frequently find themselves cryptically short of ammunition in the hotness of battle, while their diminutive tormentors watch gleefully through telescopic sights .
careless of their belittled stature, and their questionable status as approve aberrants, Ratlings have proven invaluable to the Imperium ‘s armies time and again. They make exceeding forward scouts, and are able to move covertly into firing positions right under the nose of the enemy army. only when the open salvoes of struggle have been loosed do they reveal themselves, announcing their presence with hails of preciseness shots that catch the enemy completely napping. The potency of Ratling displace can frequently mislead the enemy into believing they face an entire platoon of Imperial Guardsmen, which in flex can draw large-scale assaults towards the snipers. With no promise of holding their own in close-quarters fight, Ratlings have perfected the art of hurriedly vacating their redoubts immediately after firing, scurrying away before securing a newly vantage point from which to assassinate more of their assailants .
Though devious, ambidextrous and morally doubtful, Ratlings possess such singular talents that they will constantly find a place in the armies of the Imperium. Whether killing off foe officers or procuring bootleg amasec for their own, these adaptable Abhumans have surely found their recess in the ranks of the Astra Militarum .

Traits

Ability Score Increases/decreases. 4d6, Re-roll 1 ‘s drop low. then Dextarity go ‘s up by 4 and constitution decreases by 2 .
Age. A Ratling reaches Adulthood at the long time of 20 and by and large lives into the middle of his or her irregular hundred .
Alignment: Most ratlings are nutral
Size: Ratlings average about 3 feet improbable and weigh about 40 pounds. Your size is Small .
Speed: Your base walking accelerate is 25 feet. Your amphetamine is not reduced by wearing Heavy Armor .
Small Frame Gain a +2 to your AC a long as your not wearing medium or heavy armor
Light Footed gain a +5 to all stealth checks you make .
Lucky Shot: When you roll a 1 on The D20 for an range Attack roll, you can reroll the die and must use the new roll. This may be done a numeral of times Per long rest, equal your Wisdom Bonus .
Furthermore, critical hits with crop weapons Add one extra damage die
Unwavering Sight: You will never have negatives such as disadvantage to Preception Skill checks unless blinded completely .
Skill Proficiencies: Survival and Stealth .
Languages: You can speak, read, and publish gothic and ratling

Ogryn

The Ogryn ( Homo sapiens gigantus ) are a huge and physically herculean Abhuman mutant subspecies of humanity, often employed by the Imperium of Man as electric shock troopers in the Astra Militarum ‘s Militarum Auxilla. Ogryns possess many traits prized by the Imperium ; they are viciously potent and completely patriotic, although highly limited intellectually, which restricts their battlefield character to simple and conduct assaults .
They hail from a series of cold and barren planets across the galaxy that own high gravity, such as Anark Zeta, which is why they appear larger, heavier and bulkier compared to baseline humans. Ogryns compensate for their stupidity with overwhelm animalism — the beastly creatures stand round ten Terran feet improbable and can shrug off wounds that would kill an Imperial Guardsman respective times over. These qualities mean that Ogryns make exceeding shock troops, and are often deployed on the front lines of conflict by Imperial commanders .
It is fair to say that Ogryns do have their limitations. Their equipment must be simple and exceptionally rugged, as anything within arm ‘s scope is probable to see brief and violent overhaul as an improvise clubhouse. Their heavily built Ripper Guns must besides be fitted with collapse limiters to stop the Ogryns from firing endlessly — thirty solar seconds of noisy use can well leave these Abhumans short of ammunition before a conflict has even begun. Ogryns are well confused, meaning they work well when given dim-witted, aboveboard missions, and their miss of personal hygiene borders on the criminal. however, once indoctrinated into the Imperial Creed they are doggedly loyal, and their force and resilience make them a potent weapon .

Traits

Ability Score Increase. 4d6, Re-roll 1 ‘s drop low. then your Strength score increases by 4 and your fundamental law grudge increases by 2 to a soap of 20. furthermore your inteligence and wisdom is decreases by 2 .
Age. ogryns tend to live less than humans but they besides mature early on. Around 14 years, a Ogryn is considered an adult, while they may live up to 70, but even that is reasonably rare .
Alignment. Ogryn have the power to choose to follow any alignment, even if most tend to ferocity and chaos .
Size. Ogryns turn in truth large and grandiloquent, being around 8 ‘ 0. and between 300 and 450 pounds. Your size is large .
Speed. Your base walking rush is 25 feet .
Larger the most. You ignore the effects of the Massive parts and Mounted weapon Property .
Large Frame. The Ogryn bombastic size gives it a -2 Armor Class .
Strong and Angry. Your size and military capability are unmatched. If you hit an enemy with an attack with a melee weapon, you can add your Profecientcy bonus to Damage rolls .
Unstoppable Destruction: Ogryns have resistance to all flog, peircing, blungioning damage .
Its dark in dare. Before an orgyn moves into a space where it can not see beyond 5ft or if an ogryn finds itsself in the dark where it cant see you must make a wisdom saving throw DC 20 minus Half your level Rounded down or be frightened of the Dark, until you are in a ignite space or a friendly creature within 5ft passes a Persuation or Deception skill check DC15 + half your horizontal surface. the DC for this is 10 + Half your horizontal surface for any Guard Officers .
Languages. You can speak, but not write Common .
Skill Proficiencies: Intimidation .

Squat

The Squats ( Homo sapiens rotundus ) were short circuit, compact and physically hardy Abhumans who were on median 1.4 metres tall and were adapted to the heavy gravity conditions that predominated on the worlds they had settled near the core of the Milky Way Galaxy. Of all the Abhuman types encountered by the Imperium, they most close resemble service line humans. Squats were the descendants of baseline humans who had colonised the worlds around the astronomic core in the far distant past. These worlds are some of the oldest in the galaxy, formed when the galaxy ‘s structure had not even been fully stabilized. The Squat species was ultimately destroyed by the invasion of a Tyranid splinter Hive Fleet that consumed their homeworlds in the late 41st Millennium, though some survivors hush serve in the Astra Militarum, hoping for revenge and to find a raw get down for the remnants of their race .
The Squats ‘ ancestors were human colonists who reached the heavy-gravity mineral-rich worlds around the astronomic kernel during the clock of the initial expansion of humanity beyond Earth ‘s own solar system during the Dark Age of Technology, many millennium before the emergence of the Emperor of Mankind and the dawn of the Age of the Imperium. The colonization came at the right time, as Old Earth ‘s own mineral wealth had been largely depleted. The worlds at the galactic kernel were rich in rare and alone strategic minerals, but in terms of the being of life they were barren and ill-sorted for human colonisaton. These worlds were black and bare planets. Their graveness was acute, normally two or three times that of the Earth. Their atmospheres were either sparse or non-existent. even those planets that did possess atmospheres were continuously blasted by enormous radiation storms produced by the massive black hole located in the galaxy ‘s core .
once settled, these planets became rich Mining Worlds. The colonists were forced to become self-sufficient, providing their own clandestine hydroponically-grown food. Due to the hostile nature of these worlds ‘ surfaces, the colonists formed clandestine societies. During the long isolation of Mankind produced by the Warp Storms of the Age of Strife, the Squat subspecies genetically adapted to their new homes, evolving or genetically engineer themselves to better suit their environment, becoming far tougher, more bouncy and physically shorter with a dense skeletomuscular system than found in the baseline human genome. The Squats had some of the best scientists and engineers in history who explored the frontiers of homo skill and technology without the constraints of religion and ritual, in contrast with the dogma-bound humans of the Adeptus Mechanicus who followed a identical different path on Mars during the same menstruation .
Some say the real history of the Squats began in the Age of Strife when their worlds were cut off from Terra and the race first base developed, but their actual origins are found much earlier during the Dark Age of Technology, or as the Squats call it, the Age of Founding. Squats are sometimes called “ Space Dwarfs ” or just “ Dwarfs ” in the Imperium because of their eldritch resemblance to those fabulous creatures of Norse legend ( and to the Dwarfs
of the Warhammer Fantasy universe who are their true progenitors ). In war, the Squats used squads of motorcycles supported by massive artillery barrages from outlandishly large super-heavy track vehicles such as the Land Train, Colossus, Leviathan, and Cyclops .

Traits

Ability Score Increases/decreases. 4d6, Re-roll 1 ‘s neglect low. then Strength and fundamental law go up by 2 furthermore your Charisma decreases by 2.1
Age. Squats mature at the same rate as humans, but they ’ re considered young until they reach the age of 50. On average, they live about 350 years .
Alignment: Most Squats are lawful, believing hard in the benefits of a well-ordered society. They tend toward a potent common sense of Comradery and a impression that family and friend or even assosiates plowshare in the benefits of a a society .
Size: Squats stand between 4 and 5 feet grandiloquent and median about 150 pounds. Your size is Medium .
Speed: Your basis walking focal ratio is 25 feet. Your speed is not reduced by wearing Heavy Armor .

Darkvision: Accustomed to biography Underground, you have superior vision in dark and dim Conditions. You can see in dense light within 100 feet of you as if it were bright light, and in Darkness as if it were dim light. You can ’ triiodothyronine spot semblance in Darkness, lone shades of gray .
Squat Resilience: You have advantage on Saving Throws against poison, and you have Resistance against poison damage and you gain a damage decrease adequate to your Con bonus, this may not reduce damage to less then 1 bespeak, this damage decrease is apllied to each attack made against you .
Tool Proficiency: You gain proficiency with the craftsman ’ south tools of your choice : Artificers tools, Smith ’ mho tools, brewer ’ second supplies, Tech tools or Mason ’ randomness tools .
Languages: You can speak, read, and write Common and Squat. Squat is full of hard consonants and guttural sounds, and those characteristics spill over into whatever early language a Squat might speak .
Skill Proficiencies: Survival .

Aeldari

As a android subspecies, Aeldari are physically very similar to Humans, although not wholly identical by any means. They possess longer and cleaner limbs, and fine ascetic features with permeate and slenderly slanted, almond-shaped eyes .
Their ears are besides slightly pointed, but differently they could pass as Human at first glance. The most obvious dispute between Humans and Aeldari can only be seen when they move, for the movements of an Aeldari radial a insidious grace which is impossible for a Human to emulate .
This can be seen in even their slightest gestures or the dexterity with which they manipulate little objects .
The Aeldari mind, while similar in general to the Human psyche, is far more tend towards emotional extremes. Because of this, Aeldari are more intelligent but besides far more acute than Humans .
Although an Aeldari and a Human can both feel grief or gladden, the Aeldari ‘s have is probably to be far more extreme point .
This lifelike dip towards aroused extremes is both a benediction and a curse to the Aeldari. On the positivist side, it gives them an alone admiration of life and an matchless ability to express themselves through music and early creative endeavours .
A melody or gesture made with grace and skill can elicit an intensity of joy which is impossible to a Human .
But this electric potential for rejoice is paralleled by an peer capacity to feel despair, ambition and even hatred. Confronted by grief or other personal setbacks, an Aeldari suffers genial torments which far exceed the boundaries of Human pain .
The extreme nature of their temperament makes it very crucial that the Aeldari maintain a measurement of self-denial at all times, for it is perilously easy for them to become entranced by and ultimately subject upon the experiences that their culture offers them .
They must learn to control the dark side of their natures, which is no less an necessity share of the Aeldari soul and the source of the catastrophe that closely caused their extinction .
For this reason, the Asuryani are defined as a acculturation by their pastime of the Asuryani Path. This doctrine teaches them how to balance their potent minds and pursue constructive goals rather than falling to the amoral avocation of pleasure and selfishness that ultimately destroyed the ancient Aeldari and still defines their dark kin, the Drukhari .
The Aeldari are a naturally psychic species, and all Aeldari possess the likely to become herculean psykers if they choose to pursue this way .
The Aeldari can use these congenital abilities to shape matter, which lies at the initiation of their extraordinary command of engineering .
Though highly advanced and feared across the galaxy, the Aeldari are however a dying people in the late forty-first Millennium — a trace of their former glory — and their species teeters on the brink of final examination annihilation .

Traits

Ability Score Increases/decreases. 4d6, Re-roll 1 ‘s neglect low. then Dex go ‘s up by 4 and Charisma up by to a soap of 20, Furthermore constitution down by 2 to a maximum of 20 .
Age. Although Aeldari reach physical maturity at about the same long time as humans, the Aeldari understand of adulthood goes beyond forcible emergence to encompass blase have. An Aeldari typically claims adulthood and an adult name around the long time of 100 and can live to be 750 years old .
Alignment: Aeldari love exemption, kind, and self-expression, so they lean powerfully toward the easy aspects of chaos. They value and protect others ’ freedom ampere well as their own, and they are more much dependable than not .
Size: Aeldari range from under 5 to over 6 feet tall and have slender builds. Your size is Medium .
Speed: Your al-qaeda walking speed is 40 feet .

Alian metabolisum: Gain advantage against resisting the poison condition and resistance aginst poison price .
furthermore you need only eat once a week and drink once a day .
Darkvision: Accustomed to twilit forests and the dark of the falsify, you have superior sight in dark and dense conditions. You can see in black lighter within 60 feet of you as if it were bright light, and in dark as if it were dim light. You can ’ thymine spot semblance in dark, entirely shades of grey .
Meditation: Aeldari don ’ metric ton need to sleep. rather, they meditate profoundly, remaining semiconscious, for 4 hours a day. ( The Common discussion for such meditation is “ trance. ” ) While meditating, you can dream after a manner ; such dreams are actually mental exercises that have become automatic through years of practice. After resting in this room, you gain the like benefit that a human does from 8 hours of sleep .
Alien reflexes Aeldari reach advantage on inaugural rolls and a + 2 AC When not Wereing Heavy Armor .
Psionic you gain the Psyker gene mutation as described in the Mutations section of this book .
Languages: You can speak, read, and publish gothic and Aeldari. Aeldari is fluid, with elusive intonations and intricate grammar. Aeldari literature is rich and vary, and their songs and poems are celebrated among the Imperials .
Skill Proficiencies: Insight .

Space marine

Astartes who remember why they were created by the Emperor, who avoid the trap of hubris which the Space Marines are so prone to and which has seduced so many of their total to serve the catastrophic Powers of Chaos. space marines are the final guardians of Mankind, the savior of end recourse .
They were intended not to lead humanness, but to defend it, sometimes even from itself. At the heart of that mission lies the illimitable compassion the Emperor extended to every man and womanhood in the galaxy when He willingly chose to condemn Himself to more than 10,000 years of imprisonment within a dying prison of flesh for their sake .
Some Astartes sneer at compassion, seeing it as one more homo weakness that has been purged from their victor transhuman bodies and minds. But the wisest of the Space Marines know that in the end, compassion is their merely salvation .
potential Space Marines are normally, but not always, recruited from the worlds where a chapter has established its fortress-monastery, although some Chapters are known to recruit from a solicitation of different worlds in an area of space that they protect or patronize .
Recruiting methods vary from chapter to Chapter. Some select their neophytes from feral tribes roaming the coat of inhospitable worlds, while others draw upon tidal bore volunteers who have been groomed from give birth to become an Astartes .


calm others watch and kidnap electric potential warriors, turning them into Astartes whether they will it or not. Whatever the method acting, all Space Marine Chapters will alone accept those who successfully pass the arduous initiation trials and prove themselves worthy of becoming a Space Marine .
A Primaris Space Marine Intercessor of the Ultramarines Chapter in Mark X Tacticus Pattern Power Armour wielding a Mark II Cawl Pattern Bolt Rifle .
however a man becomes a Space Marine does not matter : once his body has been forged into that of a transhuman Astartes, he must everlastingly stand apart from the people to whom he was once kin and who he is nowadays sworn to protect. Once a valet becomes a Space Marine, he is no longer mortal ; his genic heritage is nowadays that of the Emperor Himself, and a spark of the same divine stateliness flows in his veins .
There are approximately 1,000 Space Marine Chapters active agent in the Imperium of Man at any one time. Since the unfold of the Great Rift, these Chapters have been comprised of a mixture of traditional Firstborn Space Marines and the flush more enhanced Primaris Space Marines, or may contain only Primaris Marines .
A list of the most celebrated and well-known Chapters in the empire can be found here. This act has stayed relatively changeless since the Second Founding in the 31st millennium following the Horus Heresy when the First Founding Space Marine Legions were broken up .
however, the exact population of Astartes in the galaxy remains far from claim and may fluctuate wide depending on the clock time period and the circumstances confronting the Imperium .

Prerequisites To be a Space Marine you must be the Astartes or Primaris Race

Space marine
Level Proficiency Bonus Features Emperors Wrath Wrath Bonus
1st +2 Combat doctrine, Emperors Wrath 2 +2
2nd +2 Exploit 2 +2
3rd +2 Battlefield Roll 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra attack, 3 +3
6th +3 Ability Score Improvement 4 +3
7th +3 Battlefield Roll Feature 4 +3
8th +3 Ability Score Improvement 4 +3
9th +4 Greater Wrath (1) 4 +4
10th +4 Combat doctrine (2), Improved Resistance Training 5 +4
11th +4 Battlefield Roll Feature, Extra Attack (2) 5 +4
12th +4 Ability Score Improvement 5 +4
13th +5 Improved Exploit 5 +5
14th +5 Death is the end to my Wrath 5 +5
15th +5 Battlefield Roll Feature 6 +5
16th +5 Ability Score Improvement 6 +5
17th +6 Wrath beyond Death 6 +6
18th +6 Greater Wrath (2) 6 +6
19th +6 Ability Score Improvement 6 +6
20th +6 Battlefield roll Feature Unlimited +6

Class Feature

As a Space marine you gain the succeed classify features

Hit Points

  • Hit Dice: 1D12 per Space Marine level
  • Hit points at 1st level: 12 + your constitution modifier.
  • Hit Points at Higher Level: 1D12 (or 6) + your Constitution modifier per Space Marine level after 1st

Proficencies

  • Armor: Medium, Heavy, Power and Shields
  • Weapons: Simple and Martial weapons and Grenades plus Bolt, Power, Plasma, Melta, Flame, Grav weapons.
  • Saving Throws: Constitution, Intelligence
  • Skills:
    Choose 2 skills from, Acrobatics, Athletics, History, Insight, Intimidate, Perception, Survival

Equipment

Space marine Starter Kit

Combat Doctrine

At first level you gain one of the abilities below, At tied 10 you get to pick one more. You can ’ t take a combat Doctrine option more than once, flush if you later get to choose again .

Ranged

You gain a +2 bonus to attack rolls made with range weapons .

Defense

You gain a + 1 bonus to AC .

Dueling

When you are wielding a weapon in one hand and nothing in the early, you gain +1 to attacks and damage rolls made with that weapon .

Great Weapon Fighting

When you roll a 1 or a 2 on a damage die for an approach you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, tied if the modern roll is a 1 or a 2. The weapon must have the ambidextrous or versatile property for you to gain this benefit .

Protection

When a animal you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack cast. You must be wielding a shield .

Two-Weapon Fighting

When you engage in two-weapon active, you can add your ability changer to the damage of the second attack .

Mobility

You gain +5 foot movement

Wrath of the Emperor

Beginning at 1st grade, as an astartes, you where raised to hate the foes of the emperor it is angstrom much in you heart as it is in your blood, as a result, you may as a bonus action figure a submit of wrath, gaining the below abilities

  • You gain a bonus to all strength and wisdom saves and ability checks equal to your Wrath Bonus collum on the Space marine Table.
  • You gain a bonus to all damage dealt by Space marine weapon attacks Equal to the Wrath Bonus collum on the Space marine Table.
  • Gain Temporary hit points Equal to your Warth bonus + your Level x2

Your Emperors Wrath lasts for 1 minute. It ends early if you are knocked unconscious or if Your Turn ends and you haven ’ thyroxine attacked a hostile creature since your last go or taken damage since then. You can besides end your Emperors Wrath on Your Turn as a Bonus Action .
once you have used you Emperors Wrath the number of times shown for your Space Marine level in the Emperors Warth column of the Space Marine table, you must finish a long Rest before you can use the Emperors Wrath again .

Exploit

Starting at 2nd level, because of your genetically enhanced mind and enhanced Combat train, you are able to recognize fleeting weaknesses in your enemies ’ defenses. once per use of this feature of speech, you can give yourself advantage on a individual attack roll. You have a numeral of uses of this have equal to half your intelligence changer ( rounded up ) and all spend uses are regained after a short or long rest .

Resistance Training

Starting at 2nd level, through the use of extensive training, you have learned alone ways to increase your chance of success when subject to certain attacks. Whenever you are the target of an attack or spell that requires you to roll a save throw, you can add half your intelligence modifier rounded up in addition to any early modifiers on the write bewilder .
At 10 flush in this class you gain the Improved Resistance Training, this increases the bonus to your whole intellgence modifier rather of good half .

Battlefeild Roll

At 3rd tied, you choose a Battlefeild seethe that you strive to emulate, in addition you may have alter your physical kind in a significant way. Choose either Tech marine, veteran, Apothecary, Chapline or librarian, Scout or Commander, all detailed at the end of the class description. Your option grants you features at 3rd level and again at 7th, 11th, 15th, and at 20th level you get an Battlefeild roll overlord feature .

Ability Score Improvement

When you reach 4th grade, and again at 6th, 8th, 12th, 16th, and 19th tied, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can ’ thyroxine increase an ability score above 20 using this feature .

Extra Attack

Beginning at 5th level, you can attack twice, rather of once, whenever you take the Attack action on your turning. The number of attacks increases by when you reach 11th level in this class .

Greater Wrath

Beginning at 9th flat, you may pick on of the below Upgrades to your Wrath of the emperor. At degree 18 you gain this ability again and you may pick a second upgrade .

  • You gain a bonus to all strength and wisdom saves and ability checks equal to 2x your Wrath Bonus.
  • You gain a bonus to all damage dealt by Space marine weapon attacks Equal to 2x your Wrath Bonus.
  • Gain Temporary hit points Equal to 4x your Warth bonus + your Level

Improved Exploit

At 13th level you get the Improved Exploit feature of speech increasing the total number of uses to your intelligence modifier per short or farseeing rest .

Death is the end to my Wrath

Beginning at 15th grade, your Emperors Wrath is therefore dependable that it ends early on only if you fall unconscious or if you choose to end it .

Wrath Beyond Death

Beginning at 18th degree, your award fuels your rage and allows you to shrug off mortal blows .
While you ’ re in a Warth, having 0 Hit Points doesn ’ triiodothyronine knock you unconscious. You still must make Death Saving Throws, and you suffer the normal Effects of taking wrong while at 0 Hit Points. however, if you would die due to failing Death Saving Throws, you don ’ thyroxine die until your Wrath ends, and you die then entirely if you calm have 0 Hit Points .

Battlefeild Roll

different Space marines choose different approaches to executing their fight superiority on the battlefield in the name of there Emperor and the establish chapter. The Battlefeild Roll you choose to emulate reflects your approach .

Techmarine

A Techmarine ( known as a Frater Astrotechnicus in High Gothic ) is a Space Marine technician and mastermind equally well as a full Astartes Battle-Brother of his chapter. They are amply initiate members of both the Cult Mechanicus and their chapter .
prospective Techmarines are chosen from the ranks of the Space Marine Chapters for their affinity with technology. They learn how to divine the runes of technology and study the holy eucharist of maintenance. This great body of lore must be committed to memory and understand by the novice Techmarine .
They are teach how to “ feel ” the pain of a damaged machine and heal it. When they come bet on they serve the same function in their chapter as a Tech-priest Enginseer in the Astra Militarum. Without the happen on of such ancient lore, the Space Marines would finally grind to a complete arrest, unable to make war. therefore does every chapter ’ second might hinge upon the esoteric cognition of its Techmarines .
Every Space Marine Chapter sends a phone number of its warriors with a show affinity for the use and maintenance of technology to Mars where they are inducted into the Machine Cult by the Adeptus Mechanicus, a right granted by ancient pacts made by the Adeptus Astartes with the Tech-priests .
Aspiring Techmarines train for criterion years, steeping themselves in rites of activation, care and repair. Upon returning to their chapter, they become custodians of the Chapter Armoury — Space Marines of double loyalties, pledged by rake to their chapter, but jump in mind to the Omnissiah .
Despite this dichotomy, Techmarines are held in great esteem ; a chapter could not wage war without its technological tools. In malice of their mysterious calling, Techmarines remain fierce warriors, and if a fomite is lost, they will fight for its retrieval american samoa stridently as their brethren would to recover any early fallen comrade .
The most senior Techmarine in a chapter commands the Armoury and is known as the overlord of the Forge. His cognition of the arcane sciences has been refined over centuries and rivals that of the Tech-priests of Mars. In summation to his responsibilities in the Chapter Armoury, the master of the Forge is tasked with conserving any of the Chapter ‘s arcane relics. If the indigence is great, he may even unleash the craze of these lost technologies upon the enemy .
When you choose this Battlefeild roll you gain Proficiency in Technology, Science, Tech Tools, Artificers tools and Intelligence Saves .
furthermore you become Proficient with all Omnissian Axe, Power Fist and Thunder Hammer .

Trained on Mars

When you choose this roll at 3rd level you gain one Manipulation Mechadendrite. At Level 11th you gain a second Manipulation Mechadendrite on your other shoulder .
Furthermore You get a Construction Kit, The construction Kit has 2 parts this first is a Maintenance kit with 10 uses, the second region is Artificers Kit with 5 uses. You besides gain the Maintenance Rituals Feature, See below
Maintenance Rituals: As an action you may expend one consumption of the Artificers kit out and Roll a Intelligence ( Artificers tools ) check DC. 15 if passed restore 1D12 + your news modifier hit points to a fomite or construct in touch range. This increases by one d12 at levels 7, 11, 15 and 20. thursday DC increases by 5 each prison term you use this sport on the same Vehicle unless that vehicle has preformed a abruptly rest. If you fail the Artificers tool assay it calm consumes a consumption of your Artificers Kit

Gifts of the Omnissiah

At 7th degree you gain a cortege of Sevitors in an amount equal to half your Charisma Bonus ( Round up ). You may Pick any combination of The keep up Servitors, Combat, Gun or Monotask as described in the NCP minions section of this book. Discuss the cost and prison term required to acquire this construct with your DM .
On each of the your turns you can command the NPCs with verbal ( no action required ) or hand and arm signals ( Bonus Action required ). if you do you decide what military action the NPC will take and where it will move during its turn, or they can issue a general command, such as to guard a particular chamber or corridor. If they issue no
commands, the Npc entirely defends itself against hostile creatures or its controllers military target. once given an order, the NPC continues to follow it until its undertaking is complete. the creature uses your Proficiency bonus when determining attacks and Skills .
At 11th level you may have a number of servitors equal to your whole Intelligence Bonus .
Furthermore You gain the Blessings of the Omnissiah Below .
Blessings of the Omnissiah: you gain one of the following traits below. As an action you may make one Constructs within 30ft of you gain the Chosen benefits for a count of rounds equal to You 1d6 + your Wisdom bonus. you regain the use of this after you complete a long rest .

  • The target on each of its turns may make one extra attack or a move as a free action
  • The target suffers no penalty from the Heavy weapon property.
  • The target gains Your level x 5 Temporary Hit points
  • The target Gains a bonus to AC equal to you Wisdom bonus
  • Has a bonus on all save equal to your Wisdom bonus made by the Vehicle or the Driver of it.

At levels 11, 15 and 20 you gain one more of these Traits, when you use your blessing you apply all the traits you know to the target for the duration

Crushing Grasp

At 11th floor, you have learned to push your servo arms to their limits. Your disarm strikes with your mechanical arms now use a D10 for their price die, you have besides discovered how to concentrate Force energy. Once per twist on a hit with one of your unarmed strikes you can choose to do an extra damage die if the aim you hit is grappled by you. You besides gain the ability, once per turn, to alternatively of dealing this extra bludgeon price, attack to stun the target. On a successful unarmed strike, the aim must roll a Constitution save throw, on a failed save the aim suffers the sandbag discipline .
You have a limited phone number of uses on the stun part of this sport, equal to 1/2 your intelligence modifier ( rounded up ). All spend uses recharge after you have taken a unretentive or long rest .

Servo Harness

At 15th level, you gain a Sevo-harness as described in the Mechadendrites section of this book .

Master of the forge

At 20th degree you get the bonus damage die from your Crushing grasp have on both of your unarmed attacks if they hit and you may use the stun a number of charges peer to your news mod per brusque or long rest and You double any bring around made with your maintenance Rituals

Veteran

Veteran Marines are those Astartes in the Loyalist Space Marine Chapters who have gained considerable know in the service of their chapter and frequently serve in the chapter ‘s elect 1st company which is comprised entirely of Veteran Squads or as an elect corps or Command Squad within a chapter ‘s other companies .
Veteran Squads are entirely a depart of the 1st company of the chapter. The Veteran Squad ‘s white tactical symbol is based on the Crux Terminatus used by the chapter ‘s Terminators .
There are many variations of this symbol and the Codex Astartes not entirely approves the use of these variations but besides encourages the master of the chapter to regularly change the symbol to confound the chapter ‘s foes .
When you choose this roll you gain Proficiency in Intimidation, Survival, Athletics and Dexterity Saves .
furthermore you become Proficient with all Thunder Hammer, Power/Chain Fist .

Veterans Traits

When you choose this axial rotation at 3rd level, in the pursuit of combat superiority, granting you several benefits :

  • Your arms strength and precision to allow you to deal an additional 1D4 damage on your melee attacks.
  • You pick one more fighting style.
  • You gain proficiency with unarmed strikes. and can deal leathal damage if you choose.

furthermore you gain a Crux Terminatus as described in the Advanced gear section of this script .

Battle Hardened Veteran

At 7th level, you gain the the following abilities .
Second Wind: You have a limited well of stamen that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your imperial legionnaire degree. once you use this have, you must finish a short or long Rest before you can use it again .
Indomitable: you can reroll a salvage confuse that you fail. If you do so, you must use the modern wind. once you use this feature of speech, you must finish a long Rest before you can use it again .
Action surge: you can push yourself beyond your convention limits for a consequence. On Your Turn, you can take one extra action on top of your regular action and a potential Bonus Action. once you use this sport, you must finish a short or long Rest before you can use it again .

Veteans Endurance

At 11th grade, you gain a 2 feature or a determine of Terminator Armor and one supernumerary use of indomitable ability

Veterans action

At 15th level, you gain the Extra Attack ( 3 ) and one extra use of the second hoist ability .

Master Veteran

At 20th degree you gain the, you may use the indomitable ability 3 times between rests and you get one extra use of either, legal action surge or second wind per short respite or long rest, Your option each day .

Apothecary

An Apothecary is a specialist Space Marine policeman who possesses advance biomedical and scientific prepare and who serves as a battle medic and research doctor for his chapter. An Apothecary ‘s function in conflict is to recover the gene-seed from slain Astartes and to tend to the wounded and maimed .
Outside of battle, Apothecaries are responsible for monitoring the chapter ‘s Neophytes for mutant or flaws in their gene-seed and organ implants and for carrying out the implantation process in their chapter ‘s Aspirants. The Apothecary is well-versed in the arts of battlefield first help deoxyadenosine monophosphate well as promote surgical techniques, cybernetics and bio-engineering .
The Apothecary must be a brave as his fellow Space Marines if not more therefore, for he must perform his life-saving surgeries in the midst of the battlefield. If a Space Marine is injured, the Apothecary will use his medi-pack, called the Narthecium, to tend to the wounds. Nartheciums can dispense checkup care and perform complex operation — cauterize, stitching, removing shrapnel, and more. even badly hurt Space Marines can fight again with the aid of the Narthecium .
Whereas Chaplains are charged with maintaining the apparitional health of the Space Marines in a chapter, it is the Apothecaries ‘ function to mind the physical wellbeing of their Battle-Brothers .
respective of a Space Marine ‘s specify organs can self-heal wounds that would kill a non-augmented man outright, but such functions take fourth dimension, and will not happen during a melee or fire-fight. It is the Apothecary ‘s duty to stabilise the worst of wounds, patching up a transhuman warrior ‘s apparently mortal injuries sol that he may return to struggle within moments .
not all hurt Space Marines can be saved, however. even when a wind is beyond healing, the Apothecary ‘s duties are not done. He can calm the die and speed them on their manner by granting them the Emperor ‘s Peace since the Narthecium besides includes a special humane euthanasia device for this job, ironically called a Carnifex, that is a solid, spring-loaded piston of alloy. This is applied to the sick person ‘s temple, its powerful spring hurling the piston through the Astartes ‘ brain and killing him immediately .
Apothecaries are armed and armoured like the brethren they serve, and have undergone the same across-the-board combat train. Their priorities may be healing or extracting gene-seed, but they excessively are in full exposed to all the horrors of a battlefield, and every caller of every chapter tells tales of the extreme point lengths their dutiful Apothecaries will go to ensure their charges are kept alive, one way or another .
It is standard for each company in a chapter to have at least one bind Apothecary, and it is common rehearse to have several more that work in the Apothecarion, where they train Initiates and besides ensure the Chapter gene-seed — both in the gene-banks and in the Space Marines themselves — remains genetically arrant and release of deleterious mutation through constant testing .
additionally, it is the most senior Apothecaries that implant gene-seed into Neophytes, ensuring the chapter has a new inflow of recruits to match the rate of those lost in ceaseless battle .
A number of Chapters scattered across the imperium have unusual cultures that can impact their Apothecaries ‘ trade. Those who tend to the Iron Hands, for example, must be indeed well-versed in the implantation and maintenance of bionics that their roles and those of the Chapter Techmarines begin to blur .
conversely, Mortifactors Apothecaries spend about as much time on the battlefield claiming ghastly relics from fallen brethren as they do healing the live, while the Apothecaries of the White Scars must learn to ply their trade within the transport bay of a hurl, lurching, bouncing Rhino — for the chapter ‘s hunt waits for no homo .
When you choose this roll you gain Proficiency in Medicine, Alchemy Tools, Science, and Wisdom Saves .
furthermore you become Proficient with all Thunder Hammer, Power Fist, Laser Scalpel

Natrthecium

When you choose this roll at 3rd level, you gain a Narthecium. A narthecium is a tool of a Space Marine Apothecary ‘s trade wind, containing implements particularly designed for treating the Astartes ‘ genetically-engineered physiology and for performing first aid without having to remove the patient ‘s Power Armour .
It besides comprises diverse counterseptics, skin patches, transfusions and other compounds engineered for the Space Marines ’ physiology, and several stasis tubes for storing any reclaim gene-seed taken from a dead Space Marine ‘s Progenoid Glands .
In battle, an Apothecary carries a number of speciate items of equipment, integrating a assortment of tools into his single, wrist-mounted Narthecium unit of measurement. The Apothecary may have crafted many of these tools himself according to his own needs .
He uses a high-octane laser scalpel or an adamantine-toothed chain saw to cut away ruined armour so that he can treat a Battle-Brother ’ s wounds, and he administers the panacea of drugs stored within the unit using long syringes .
Your Natrthecium has a consortium of Healing points that replenishes when you take a long Rest. With that pool, you may now use the healing Injection have. You gain acsses to the Stabalizing You can restore a full number of Hit Points equal to your Imperial legionnaire level x 5 .
Stabalizing Injection As an military action, you can touch a creature and draw from the pool to restore a act of Hit Points to that creature, up to the maximum sum remaining in your pool. alternatively, you can expend 5 Hit Points from your pool of Healing to cure the prey of one disease or neutralize one of the follow condition affecting it, Poisoned, Blinded, Deafened or Paralyzed. You can cure multiple Diseases and neutralize multiple Poisons with a unmarried use of the injection, expending Hit Points individually for each one .
furthermore you learn the spare the die cantrip and Your Natrthecium counts as a Chainsword and a laser scalpel. must be equipped to use any of its abilities .

Natrthecium Upgrade

At 7th flush, you have modified your Natrthecium instrument to be able to Inject your allies with aesculapian and alchemic concoctions to give them cold ability ’ s or restore their vigor .
You Learn a count of Biomancy cantrips equal to you intell bonus, if it should change and you take a long rest you adjust the act consequently. During each long lie you may prepare your Natrthecium with a number of spells equal You to your news modifier + your proficiency bonus These Spell may be Picked From Biomancy Discipline and may only be of 3rd level or lower, you constantly cast these spells at 3rd level with proficiency using your intelligence as your Spell Bonus and all the spells will have a compass of touch and 1 prey. once a spell is used you must prepare it again during the following long rest, you may however prepare the lapp enchantment more then once allowing you to use is more than once before having to prepare it again. Although you use spell they are considered nonmagical. because the are actual potions Chemicals and injections you use on your patients .
furthermore at 11th flat you may Prepare biomancy spells of level 5 or lower immediately and you cast all spells at level 5. At flush 15 you may Prepare Biomancy spell of level 7 of lower and you cast all spells a grade 7 .

Nero toxin dart

At 11th flat, The Narthecium besides contains a highly secret concoction of poisons that react swiftly with a Space Marine ‘s biology, causing massive affection failure. even the being of these poisons is a secret known only to the Adeptus Astartes and high-level members of the Adeptus Terra .
As a bonus action you may make a range attack with a range of 30\60, if the assail hits, the target must make a constitution save DC equal to 8 + Proficiency + news or be Poisoned and paralized, the animal will remain paralytic and the tests will continue at the end of each of its turn until the quiz is passed or failed 5 times if the test. if the test is passed the person is no longer stunned but remains poisoned for 1 minute. if the test is failed 5 times the target is reduced to 0 Hp and is unconcious. Astartes do not get advantage to this Check regardless of its resistances/ Immunities .
You may use this ability a number of times each day equal to you Intelligence Bonus divided by 2 ( round up ), this increases to you hale Intelligence bonus at level 15. you regain all uses of this after you have completed a long rest .

Restoratives

Starting at 15th tied, when you would normally roll one or more dice to Restore Hit Points with a spell or ability, you rather use the highest number potential for each die. For exercise, alternatively of restoring 2d6 Hit Points to a creature, you restore 12 .

Master Apothecary

At 20th grade You may prepare your Natrthecium with 4 extra spells per farseeing remainder .

Librabian

Librarians are the psykers of the Space Marines who survive an Adeptus Astartes Chapter ‘s rigorous screen and train to bend the powers of the Warp to their will for the benefit of their fellow battle-brothers and in service to the Emperor of Mankind .
Beyond their psychic duties, the Librarians of the Astartes are besides expected to record the great deeds of their chapter and maintain the chapter ‘s storehouse of ancient lore, the functions for which they are named .
A librarian is much estranged from the other members of his chapter. This is normally because the psychic abilities he possesses are what his brother Space Marines are often expected to abhor and purge in most other beings .
Space Marine Librarians use their abilities to serve the assorted undertakings of their chapter ; however, their actual place in the order of conflict is always with the Librarius in a Codex Astartes-compliant chapter .
As the name suggests, the Librarius is a set within a Space Marine Chapter ‘s fortress-monastery where the chapter ‘s huge cognition base, gathered over millennium of hard-fought battles and participation in engagements the length and width of the galaxy, is stored .
Space Marine Librarians are broadly classified in one of four ranks, each with its own duties and responsibilities within the Librarius. The Librarius is led by the Veteran Space Marine psyker who bears the rank of Chief Librarian. The chief librarian is normally, but not always, the most august of his psyker brothers .
The Chapter ‘s most potent battlefield psykers are the Epistolaries, each a harden veteran of many wars. The chapter ‘s psychic communications and the Librarius ‘s records are maintained by the Codiciers and the Lexicani ( sing. Lexicanium ), respectively. These ranks and responsibilities may vary from chapter to Chapter .
The Imperium is everlastingly argus-eyed for the infect of mutation. Space Marine Chapters are, if anything, even more careful to ensure that their gene-seed is not polluted. Apothecaries rigorously filmdom electric potential recruits for any augury of familial deviation, but not all mutant is physical. psychic talent is a mutant excessively, and is at once the most dangerous and the most utilitarian. The train of a chapter ‘s nascent psykers is one of the many responsibilities of the Librarius .
few normal Space Marine recruits survive the rigorous education, enhancement and indoctrination required to join a chapter. Amongst Librarians, the abrasion is far worse. The aspirant must not only endure everything a normal recruit would, but besides have a impregnable enough spirit to withstand the molding of his thinker .
A recruit must be teach how to hone and wield his powers, and how to protect himself from the Empyrean ‘s congenital hazards. A librarian faces a thousand enemies before he evening goes to war –- to the creatures of the Warp, his thinker is a choice loot. Each day is a walk along a precipice, and a false step can see him tumble into lunacy .
If a recruit survives the rigorous testing, he joins the Librarius as a Lexicanium, rising through the ranks to become Codicier, Epistolary or possibly even the chapter ‘s head librarian. He will use his abilities to pierce the Warp and provide the means for interstellar communication, a well as to identify others of his own kind. He will judge them as he was himself once judged, scrutinising potential candidates and peers for infirmity of mind or spirit. A moment ‘s weakness can unleash untold evils, and vigil must be kept against any hesitate of function .
When you choose this roll you gain Proficiency in Warp, History, Perception and Inteligence saves. Pick one of these, then double you Proficiency bonus when making checks with that skill .
furthermore you become Proficient with the All Thunder Hammer, Power Fist and all Force Weapons .

Librarian
Level Warp charges Cantrips Known Tomb Pages 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
3rd 2 2 5 2
4th 3 2 6 3
5th 4 2 8 3 1
6th 5 2 11 3 2
7th 6 2 15 3 2 1
8th 7 3 21 3 2 2
9th 8 3 28 3 2 2 1
10th 9 3 36 3 2 2 2
11th 10 3 45 3 2 2 2 1
12th 11 4 55 3 2 2 2 1
13th 12 4 56 3 2 2 2 1 1
14th 13 4 58 3 2 2 2 1 1
15th 14 4 60 3 3 2 2 1 1 1
16th 15 4 64 3 3 2 2 1 1 1
17th 16 4 69 3 3 3 2 1 1 1 1
18th 17 4 75 4 3 3 2 2 1 1 1
19th 18 4 82 4 4 3 3 3 1 1 1 1
20th 20 4 90 4 4 4 3 3 2 1 1 1

Psyker

When you reach 3rd level, you gain the ability to cast psychic powers, this acts the lapp as casting a spell. See chapter 10 in the PHB for the general rules of spellcasting. but with a few modifications as Seen on PG. ___ Using psychic Powers .

Psychic Disciplines

Librarians focus on a limited act of Basic Disciplines adequate to your Intelligence changer, with the exception of Floramancy, Faunamancy, Necromancy and Imperialis Divinus. See psychic Disciplines At the end of the classes department and setting .

Cantrips

You learn 2 cantrips of your choice from the psychic disciplines your allowed. You learn extra cantrips as you level, see cantrips collumn of the librarian spellcasting. Cantrips may be cast without having your spell grave and do not use any pages within it .

Power Slots.

The librarian powers table shows how many world power slots you have to cast your powers you have in your grave of 1st level and higher. To cast one of these powers, you must expend a slot of the powers level or higher. You regain all expended Power slots when you finish a long rest. For example, if you know the 1st-level office harbor and have a 1st-level and a 2nd-level power time slot available, you can cast harbor using either slot .
Spell Tomb: As you level your grave gets more filled out through you constant study. A enchantment grave has an amout of pages as listed in the Spell grave pages column. Each go in the grave uses an total of pages equal to the spell charge. You may add spells to your grave by spending an amount of Hours equal to the spells level writing it into your grave, provided you have enough space pages and another writing of the handwriting. You may not inscribe powers more then one level greater then the highest while level you can cast and the must be from a discipline you can cast from .
Spellcasting Ability Intelligence is your spellcasting ability for your spell powers, since you learn your powers 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 hurl DC for a spell you cast and when making an approach roller with one .
Spell save DC = 8 + your proficiency bonus + your news modifier
Spell attack modifier = your proficiency bonus + your intelligence modifier

Smite

At 3rd level You gain the Eldrich smash cantrip. This spell does not count toward you spells known and does not required you to wright it into a Spell grave .

Warp Charges

At 3rd horizontal surface, your bass understanding and advance studies of the falsify allow you to manipulate the warp in diferent ways. This is represented by warp charges, which allow you to create a variety of different Effects. You have 2 warp charges, and you gain one extra steer every clock time you level up, to a maximum of 20 at degree 20. You can never have more falsify charges than shown on the table for your degree. You regain all spend Warp charges when you finish a long Rest .

Warp Conversion

You can use your falsify charges to gain extra Power Slots, or sacrifice Spell Slots to gain extra falsify charges. You learn other ways to use your falsify charges as you reach higher levels .
Creating Spell Slots. You can transform unspent warp charges into one enchantment slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a long Rest. The Creating Spell Slots table shows the price of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th .

Creating Spell Slot
Spell slot level Warp charge cost
1st 2
2nd 3
3rd 5
4th 6
5th 8
6th 9
7th 12
8th 13
9th 15

Converting a Spell Slot to warp charges. As a Bonus Action on Your Turn, you can expend one spell time slot and gain a number of falsify charges equal to the slot ‘s level .

Warp Manipulation

At 3rd tied, you gain the ability to manipulate your powers to adapt to a position. You gain two Warp Manipulations options of your choice as described in chapter 4, under the Warp handling section of this book. You gain another one at 7th, 11th, 15th and at level 20 you know all of them .

Charged Wrath

Starting at 7th tied, whenever you enter your Emperors Wrath you gain temp Warp charges Equal to your Warth bonus, this bonus goes up by a multiplyer of 1 at levels 11, 15 and 20 .
furthermore you gain a Crux Terminatus as described in the Advanced gear segment of this script .

Power Weave

Beginning at 11th flush, a librarian has become used to weaving psychic power with Martial Prowwes. When you take the fire military action on your turning, you may use one of your extra attacks to rather cast a cantrip with a roll time of no more then 1 legal action .

Psychic Wrath

At 15th floor, When Csating Spell in a Wrath you you gain you wrath bonus to all Spell Attack rolls and increase you Spell Save DC by your wrath bonus .

Master librarian

At 20th level, your cognition of the warp is huge. You gain 20 extra Warp charges per long rest .

Scout

Scout Marines are the newest recruits in a Space Marine Chapter. Their duties are to infiltrate the enemy positions or to fight as lightly armed skirmishers ahead of the respite of the Chapter. Operating behind enemy lines, Space Marine Scouts set ambushes for their foes, spy out the enemy ‘s movements, and gather what information they can about their opponent ‘s plans .
sometimes Scouts will covertly attack an enemy camp, capturing a commander for question or alternatively sabotage equipment and supplies. Striking fast and hard, the Scouts normally accomplish their mission and leave before the enemy has the luck to respond .
The tenth company of a Codex Astartes-compliant Space Marine Chapter normally consists entirely of Scout Squads along with the Chapter ‘s storm of equally reconnaissance-focused Vanguard Marines .
Each team consists of a Scout Sergeant and up to nine Space Marine Scouts. There is no theoretical limit of how many Scout Squads there may be in the company. however, in practice, there are rarely more than ten. A scout ‘s squad act is shown on the veracious shoulder plate in white. Scouts do not show any ship’s company badge, color or count. The tenth company does not have a battle standard or a party banner .
Scouts are basically Space Marines who wear a lighter version of the standard Space Marine Power Armour exchangeable but not identical to Astra Militarum Carapace Armour. This Scout Armour is not as hard a defense as standard Power Armour but it is far less restrictive to motion and about completely silent in operation. This makes it an ideal uniform for troops whose primary goal on the battlefield is to avoid detection .
Scouts are employed in all kinds of reconnaissance, percolation and other subterfuge. They are rightly valued for their ability to strike abstruse behind foe lines without being seen and for the attendant confusion and panic this can cause .
Scout Marines are physically the lapp as early Space Marines but in many Chapters the tenth caller has a vital character as a train battalion and newfangled recruits are inducted into the Scout Company ahead graduating to the Battle and Reserve Companies of the chapter. In early Chapters the person companies have a duty for this coach and the tenth Company includes many Astartes with solar decades of know .
More lightly armed and armoured than their more have Battle-Brothers, Space Marine Scouts chiefly fight as skirmishers, relying on stealth rather than brute force to accomplish missions. Scouts operate independently from the main Space Marine coerce, their duties including infiltrating enemy positions and clearing the manner for the Chapter ‘s advance .
Operating deep within hostile territory, Scouts reconnoitre the enemy ‘s movements, set ambushes for the unwary, sabotage issue lines and demolish communication centres in daring commando raids. Striking in secrecy, the Scouts ‘ finish is to accomplish their mission and vanish before the enemy has the find to retaliate .
When first inducted into a Space Marine Chapter, a Neophyte joins the ranks of the tenth Company as a scout. He is placed under the care of a Sergeant who will lead him on the field of struggle and teach him in what it in truth means to wage war as one of the Adeptus Astartes. only once he has proven himself worthy of his chapter by excelling in the ranks of the tenth Company will a Scout be deemed ready to join the main ranks of Battle-Brothers as a full Initiate .
A newly enroll has much to learn and must endure many long solar months of gruelling training regimes before he takes to the field of battle. not only must he master the many biologically-engineered enhancements that are at work within his body, he must besides learn the litanies of conflict that fortify him and become skilled in wielding his wargear .
not all recruits survive their train, for no quarter can be asked or given when forging world ‘s finest warriors, but those that emerge are well prepare for their first taste of battle as a Space Marine Scout .
Throughout his service as a Scout, the recruit is instructed by his police sergeant, his actions guided, watched over and judged as he strikes the foe with Bolter and blade. The Scout will grow adept with many other firearms, learning how to snipe the enemy with long-range rifles and how to demolish enemy battle tanks with intemperate weaponry .
Whilst acting as part of an infiltration force, a Scout will become skilled at every aspect of war. He will learn that to be a Space Marine is to be death incarnate, no matter the terrain, the nature of the foe, or the weapons arrayed against him .

A Scout Squad is armed with a variety of different weapons. Bolters, Sniper Rifles, and Combat Shotguns are all normally employed but the most favor arming is a Bolt Pistol and Combat Knife combination. Scout Sergeants constantly carry a Chainsword, which is about vitamin a much a badge of their rank as a weapon. Scout Squads besides have access to a number of unlike heavy weapons and one of the Scouts within the squad may be armed with a Heavy Bolter, Autocannon or Missile Launcher .
These are normally alone use if the deputation requires it. In most circumstances and missions the Scouts prefer to sacrifice firepower for stealth and speed. The solid squad will besides normally carry grenades of which the most common types are Frag Grenades ( wide sphere, atomization blast ) or Krak Grenades ( tightly focused, armour-piercing blast ) .
early grenade types are occasionally used on especial missions but are generally restricted to officers and team leaders. Scout Squads are besides trained to fight as Scout Bike Squads. This provides a highly mobile support for Scout Marines operating behind enemy lines .
When you choose this roll you gain Proficiency in Stealth, Perception, Survival and Dexterity saves .
furthermore you become Proficient with the All Power Fist .

Scout Advantage

When you choose this way at 3rd level, in the pursuit of roll fight transcendence amphetamine and stealth, you use a combination of Training and your advance genetics to augment your existing biological torso, arms, legs and eyes. This grant you several benefits :

  • You gain advantage on dexterity saves.
  • Advanced perceptions training gives you advantage on all investigation and perception checks that rely on sight or hearing.
  • Your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.

furthermore, you gain the Sneak attack Feature see Homebrew feat section of this book .

Lethal Strike

At 7th level, gain the Lethal come to ability see below, this replaces your slip attack feat .
Lethal Strike: you know how to strike with deadly preciseness and exploit a foe ‘s distraction. once per act, you can deal an excess 4d6 damage to one animal you hit with an fire if you have advantage on the Attack roller. The Attack must use a Finesse or a range weapon .
You do n’t need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that foe is n’t Incapacitated, and you do n’t have disadvantage on the Attack roll .

At 11th degree, the Lethal strike damage is increases to 6D6, 8D6 at level 15, 10D6 at level 20 .
furthermore you gain a Servo spotter as discribed in the NPC minions section of this book, speak to your GM about how to acquire one ant how plaything get one in yours is lost .

Uncanny reflexes

At 11th level you get eldritch dodge and evasion rouge ability as described on below. Furthermore you gain advantage on all stealth skill checks .
Uncanny Dodge: When an attacker that you can see hits you with an Attack, you can use your reaction to halve the attack ‘s damage against you .
Evasion: You can agilely dodge out of the way of certain area Effects, such as a fire potter or an Ice Storm Power. When you are subjected to an impression that allows you to make a Dexterity saving throw to take only one-half damage, you alternatively take no damage if you succeed on the redemptive throw, and alone half damage if you fail .

Lightning Recovery

At 15th level, you have eldritch reflexes to recover a missed mint into a fluent Hit. If your Attack misses a target within roll, you can turn the girl into a hit .
once you use this feature, you can ’ thymine use it again until you finish a short or long Rest .

Master scout

At 20th degree you can cast invisibility spell on yourself a number of times peer to half your intelligence modifier .

Chaplain

A Chaplain is a specialist officeholder of the Adeptus Astartes and serves as the appointed spiritual leader of a Space Marine Chapter .
Chaplains are the warrior-priests that minister to the spiritual and psychological wellbeing of their companion battle-brothers, instilling in them the values and beliefs of the chapter and promote the idolatry or in rare cases the actual worship of the Emperor of Mankind .
Chaplains lead from the battlefront as amazing warrior-priests, fighting wherever the foe is most cutthroat, leading their brethren and praising the Emperor through the end of His enemies. Rejoicing in the glorious act of war, Chaplains exhort their battle-brothers to ever greater deeds of courage and devotion .
In battle, the Chaplains will be at the forefront of the Chapter ‘s battlelines, rousing their colleague Space Marines through their words and actions. Their Power Armour is black and frequently incorporates Imperial skull iconography, most normally in the human body of a skull-shaped helmet. Most Chaplains wield a Power Weapon that takes the shape of a mace and is called a Crozius Arcanum. They are besides equipped with an Imperial holy place symbol known as a Rosarius .
individual Chaplains are assigned to each company within a Space Marine Chapter. Others, including the Reclusiarch who cares for the Chapter ‘s sacred Reclusiam and the Master of Sanctity who is the chief Chaplain of a chapter and an officer whose rank is normally hyponym lone to that of the Chapter Master himself, operate within the chapter ‘s command structure independent of any specific ship’s company .
A Chaplain is fanatically patriotic to his chapter and to the Emperor, and works to instill a alike idolatry in his fellow Astartes .
Chaplains are the true religious leaders of a Space Marine Chapter. They are amazing warrior-priests who administer the rites, preserve the rituals and perform the ancient ceremonies of initiation, defense and redemption that are as authoritative to a Space Marine Chapter as its roll of honor or its skill at arms .
Chaplains are daunting figures even for early Space Marines to behold. Their Power Armour is jet black and decorate with icons of battle and tokens of ritual and mystery ; their Skull Helms are death masks that evoke the buttocks countenance of the deity Emperor .
Every aspect of a Chaplain ‘s attire serves to remind all who gaze upon him of mortality ‘s impermanence and frankincense the importance of preserving the immortal soul. Beneath this austere facing is a man no less grim of expression and manner .
Chaplains are notoriously nonindulgent individuals. They are responsible for the spiritual and psychological wellbeing of their battle-brothers and renowned for their level sense of duty. Through dogma, dogma and catechism, they armour their brother Space Marines against heresy and false pride, instilling the wisdom of both primarch and Emperor in those who are their most hope servants .
Every company in a Space Marine Chapter has its own chaplain. He acts as a drawing card in both devotions and battle and is second merely to the company captain in rate. A chapter ‘s Chaplains are besides the keepers of the Reclusiam, a consecrate station oversee by the greatest and most veteran of their phone number, the Master of Sanctity .
The Reclusiam is the fortress-monastery ‘s central enshrine, where prayers and meditations are conducted. It is a space of bang-up spiritual reverence, where the chapter ‘s battle standards hang from hallowed walls and the very stone echo with remembrance .
here are kept the Chapter ‘s most holy relics : fragments of armor, banners from times of legend, and the raiments of ancient heroes who long ago passed beyond deadly military service. however, the Chaplains teach that the bearing of a formal chapel is not necessity for a Space Marine ; the fires of conflict serve as their places of worship, the roar of Bolters and Chainswords their prayers and the righteous slaughter of their foes their true offerings .
The first Space Marine Chapters were founded centuries before the development of the Imperial Cult or the Adeptus Ministorum, and with the exception of the Black Templars and several others, Space Marines have never acknowledged the doctrines or religious domination of the Ecclesiarchy .
Space Marine Chaplains care small for the ravings of the Ecclesiarch ‘s priests and ignore the dictates of the Imperial Cult in favor of their own ancient traditions .
While the Adeptus Ministorum has gradually extended its influence throughout the human-settled galaxy, it has failed to sway the Space Marine cults, which remain as stubbornly freelancer as they always were in millennium past .

When war calls, a Chaplain takes the competitiveness to wherever the battle is boisterous. He leads from the bow, rejoicing in the righteous thrashing of his enemies, all the while rendering thunderous praise to the beloved Emperor of Mankind and his primarch .
A Chaplain chants the liturgies of battle with every breath, punctuating his oration with strikes from his Crozius Arcanum –- the struggle staff that is both the symbol of his office and his choose weapon of war .
Through his example and his devotion, the Chaplain exhorts his colleague battle-brothers to the pinnacle of their dedication, so that they might conquer with valour those most awful threats which would resist all else .
When you choose this roller you gain Proficiency in History, Religion, Insight and Wisdom saves .
furthermore you become Proficient with all Croziuz Arcanium, Thunder Hammer, Power Fist .

Spiritual Leader

Starting at 3rd degree you gain two litanies of you option. at levels 7, 11, 15 and 20 you gain one more litany. As an action you may start Litany, This concluding for up 10 rounds, american samoa long as you can speak and be heard, any friendly Imperial Creatures within 30ft of you gain the Benefits listed for the tone. You May use a total of Chants per retentive rest equal to your Wisdom bonus .
Litiny of Hate Gain + 1d4 to all Melee attack rolls .
Catechism of Fire Gain a 1d4 to all Ranged attack rolls .
Litany of Faith Gain a +2 AC .
Exhortation of Rage Weapons do 1D4 extra damage .
Mantra of Strength Creatures gain advantage on Strength and Constitution saves and ability checks .
Canticle of Wrath Space marines in there Wrath may continue there wrath beyond one minute if there are within the range of the Litany .
Recitation of Focus Advantage on Dexterity and Wisdom saves and ability checks .

Channel Wrath

Starting at 7th tied, you gain the ability to channel the emperors Wrath into fuel a few effect. When you are In a wrath you gain alternating current to the, Fear of the Emperor or Rally. When you gain this ability pick one of the abilities below .
Channel Wrath: Fear of the Emperor As an action, you present Crozius and speak a prayer censuring the Chaos. Each Chaos Creature that can see or hear you within 30 feet of you must make a Wisdom saving hold. If the creature fails its save throw, it is Feared for 1 minute taking a fresh test at the conclusion of each of its turns if the quiz is passed .
A reverence creature must spend its turns trying to move as far away from you as it can, and it ca n’t willingly move to a space within 30 feet of you. It besides ca n’t take reactions. For its military action, it can use alone the Dash carry through or try to escape from an effect that prevents it from moving. If there ‘s nowhere to move, the creature can use the Dodge action .
Channel Wrath: Rally As an action, you present your holy place symbol and Speak bible of encouragement that can restore a number of Hit Points adequate to five times your legionnaire level .
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than its hit detail maximal. You can ’ triiodothyronine use this feature on a Undead, Construct or Chaos .
Exortic Channel As an action, you present your holy symbol and Speak word of of Exorcisim that can restore a numeral of Corruption points adequate to one-half you level ( Round up ) .
You must then finish a short or hanker Rest to use your Channel wrath again .
Some Channel Wrath Effects require Saving Throws. When you use such an effect from this class, the DC equals 8 + your Wisdom bonus + your Wrath bonus .
Beginning at 11th charge, you can use your Channel Wrath doubly between rests, and beginning at 15th grade, you can use it three times between rests and at 20th level you may use it Four times Between rests. When you finish a short-change or long Rest, you regain your spend uses .
furthermore you gain a Crux Terminatus as described in the Advanced gear segment of this book .

Improved Channel Wrath

At 11th charge, depending on what channel you picked you gain an enhanced effect when uses your channel Wrath .
Destroy Chaos: When a Chaos Heratic or deamon of CR 2 or lower fails its saving bewilder against Your fear of the Emperor feature, the creature is instantaneously destroyed. either the individual offs themselves in some way or the deamon Snaps its self back do the dark pocket of filth it may have crawled out of This increases to CR 3 at 15th level and CR4 at 20th tied .
Invigoration when you use your Rally channel ability you may heal a act of collision points equal to 10 times your level .
Exortic Cleans when you use your Exortic Channel that can restore a number of Corruption points adequate to level .

Reclusiarch

Beginning at 15th flush, you gain extra benefits to your litanies as seen below .

  • The Litany can last for a indefinite amount of time provided you can still speak.
  • You can start a litany as a bonus action.
  • Each space marine regains 5 lost temporary hit points to a max of there maximum gained in there wrath of the Emperor each round.

furthermore you may use you Litany of Hate ability a act of times per long respite equal to your wisdom bonus

Master of Sanctity

At 20th level, you may re-roll a number of dice per long rest equal to your Wisdom modifier .

Commander

A air force officer is a senior Astartes or Primaris Space Marine military officer who commands one of the 10 companies in a standard Space Marine Chapter or Primaris Space Marine Chapter that follows the dictates of the Codex Astartes. These hardened Veterans have proven themselves in the whirlpool of conflict as members of their chapter ‘s elite 1st company, or through their bloody and dedicate service in their own company prior to the death of their predecessor and their rise to command .
As penult masters of the battlefield, air force officer are able to read its ebb and flow, and adjust their battlefield formations consequently. Leading from the battlefront, by his example shall a Captain ‘s men know what it is to be an Adeptus Astartes, and from his teachings shall they learn the deal of battle in the Emperor ‘s diagnose .
A Space Marine commanding officer is a determine drawing card whose rank speak of a past littered with beat enemies. It is not enough for a commanding officer to just be a skilled champion ; he must besides have a superhuman grasp of scheme and tactics in order to guide his forces to victory .
Centuries of battlefield experience have taught him every facet of war, trained him in the tools of slaughter and honed his wits to the level of instinct. With the merest glance, a commanding officer can appraise a war zone, see every menace and opportunity presented by the shifting lines of battle, and divine how victory can be assured .

Clad in their individualized heraldry, wielding ancient relic weapons, some of which date back to days of the Horus Heresy itself, Space Marine commanding officer are amongst the most inspirational figures in the Imperium. Each is a skilled orator and strategic flair who leads his brothers to victory time and again .
A company ‘s warriors obey their commander orders without interrogate or hesitation, trusting in his many solar decades of have to conduct them. The commander ‘s steering increases the value of his Battle-Brothers tenfold, and he justifies their religion in him with every command. A air force officer coordinates his warriors with deadly preciseness and inspires his followers to fight with a commitment and heart that can not be instilled by discipline and training alone .
When you choose this roll you gain Proficiency in Intimidation, Persuasion, History and Charisma saves .
furthermore you become Proficient with all Thunder Hammer, Power Fist, Terminator Armor .

Lieutenant

When you choose this path at 3rd flush, Your dominate presents bring the best out in all around you .
You have a constant Command Aura, the aura effects anything within 10ft centered on you. Any imperial creatures you wish in the the compass gains the air consequence you have active, you may entirely have one aura active at a meter, provided you are conscious and can speak you Start with the Tactical preciseness and Expert team command air. you may switch Auras as a bonus carry through .
At levels 7, 11, 15 and 20, your Command range increases by 5ft to a total of 30ft .
Tactical Precision: Any creature you wish Within you command Aura stove, may add your Charisma Modifier to any of there damage rolls from any source .
Expert Team: Any animal you wish Within you command Aura range, may add your Charisma Modifier to all there skill checks made .
furthermore you gain a Crux Terminatus as described in the Advanced gearing section of this bible .

Captain

At 7th horizontal surface you can empower your allies, gain the Rights of Battle and Wise Captain instruction aura .
Rights of Battle: Any creature you wish Within your command Aura may add your Charisma Modifier to all of there Attack rolls .
Wise Captain: Any creature you wish Within your command Aura may add your Charisma Modifier to all of there ability saves .
furthermore you gain a Iron Halo as described in the Shield generators section of this reserve. you besides gain a Crux Terminatus as described in the Advanced gear section of this ledger .

Commander of War

At 11th level, gain the Seize the Initiative command aura .
Seize the Initiative: Any animal you wish Within your dominate Aura may add your Charisma Modifier to all of there first step checks .
furthermore You may have 2 Active Auras applying both effects .

Inspirational Commander

By 15th level, You gain the Wise Commander and Elite Team instruction air .
Elite Team: Any Imperial animal you wish within you command air range, has advantage on all there skill checks made .
Wise Commander: Any Imperial creatures you wish Within your command Aura has advantage on all ability Saves .

Chapter Master

At 20th level, gain the Rites of war and chapter master dominate aura .
Rights of War: Any Imperial creatures you wish Within your command Aura has advantage on all attacks roll .
Chapter Master: Any Imperial creatures you wish Within your control Aura may add 1 wrong die to all Critical hist made ..

Devastator

A Devastator Marine is a displace hold Firstborn Space Marine who serves among a Codex Astartes-compliant Space Marine Chapter ‘s Devastator Squads. A Devastator Squad consists of a police sergeant and up to nine Battle-Brothers, of whom four are designated as heavy weapons hold .
Their sergeant will be a Space Marine who has received extra prepare to equip him for his leadership character. Devastator Sergeants are besides experts with all types of Space Marine Heavy Weapons, although they prefer to fight with the standard Sergeant ‘s weapons of a Bolt Pistol and Chainsword, or other melee weapon .
Their expertness means that a Sergeant can get the utmost tactical advantage from the weaponry he has at his administration. Space Marines trust on the tactical acumen of individual Sergeants to avoid the want for complex command structures and communications networks .
The Space Marines in a chapter ‘s fire hold squads have a critical character, for they provide covering fire to their battleline and close defend brother. This could be in the human body of character assassination of prime targets, counter-battery volleys, or the destruction of enemy armor .
By their target choice, marksmanship, and the seasonably application of firepower are countless battles won. As chiefly long-range digest units, Devastators provide their comrades with covering fire whilst besides engaging enemy vehicles and other armoured foes .
Devastator Squads best define a Space Marine task force ‘s reach, for they promise destruction with greater range than any of their Battle-Brothers. Unlike most other Space Marine squads, Devastators operate from a largely static footing, abandoning fixed positions lone to advance, fall back or occupy a position with more command arch of fire .
The ten Battle-Brothers of a Devastator Squad fall into two groups. The first of these are the heavy weapons troopers. There may be arsenic many as four heavy weapons troopers in a Devastator Squad, and these Marines can be armed with Heavy Bolters, Missile Launchers, Lascannons, Multi-Meltas, Plasma Cannons or Grav-Cannons .
These amazing weapons provide the squad with a host of potential deployments and tactical uses. constantly, Devastator Squads are most normally used to counter enemy armor or to penetrate defensive structure points, and besides to provide fire defend for infantry advances or pin the enemy down with suppressive fire .
The early group contains Astartes new to the position of a full moon Battle-Brother. Upon promotion into a Devastator Squad, a Space Marine is initially issued with the criterion Bolter and grenades with which he will grow always more skilled throughout his service. His elementary functions are to provide close-fire defend, call out targets and by and large act as backup for the more feel Battle-Brothers who carry the police squad ‘s fleshy weapons .
alone when the Space Marine has proven himself a sweetheart and dependable warrior, able to hold a true aim and firm steel in the black center of conflict, is he entrusted with a heavy weapon from the chapter ‘s armory .
Most Space Marine Chapters equip their Devastators with a assortment of heavy weaponry, as favoured by the Codex Astartes. This allows even a individual Devastator Squad to better cope with any emergent threats and excel at several battlefield roles by the simpleton expedient of splitting into anti-tank and anti-infantry fight squads .
even therefore, a few Space Marine Chapters have refined the character of their Devastator Squads, taking to the field entirely with anti-tank or anti-infantry weapons to suit a recurring foe or engagement character .
Some of the Battle-Brothers in a Devastator Squad may have fought adequate battles to earn Veteran status. These Marines may continue to serve with the Squad for a short clock, but finally they will be offered special duties elsewhere ( such as in a Command Squad ), or promoted to serve in the chapter ‘s elite 1st Company, which is comprised of Astartes with Veteran condition .
In this direction, the ranks of the Chapter ‘s elite company are replenished. Veteran Battle-Brothers wear white helmets, while Veteran Sergeants wear a white-striped red helmet. Following their tour of duty as Devastators, Space Marines typically join the ranks of the Assault Marines .
Devastator Squads have access to more types of heavy weapons than most other Space Marine police squad types. In accession to Heavy Bolters, Lascannons and Missile Launchers, Devastator Marines can besides sphere more alien weapons such as Multi-Meltas and Plasma Cannons. The latter weapon fires balls of superheated plasma that explode on impact, making them exceptionally potent against multiple targets .
The Multi-Melta is a short-range anti-tank weapon, its thermal bang able to melt through flush the toughest armor .

projectile Launchers wielded by Devastator Marines can fire two different kinds of missiles. Frag Missiles provide effective fire against foe infantry, while Krak Missiles are more utilitarian against armored targets. Both of these missiles are relatively small, and a Devastator Marine can easily carry sufficient numbers of both types to take full advantage of a Missile Launcher ‘s potential dual tactical use in a battle .
When you choose this roll you gain Proficiency in Intimidation, Perception, Athletics and Strength saves .
furthermore you become Proficient with all the All Weapons with the Heavy Property .

Devastator

When you choose this path at 3rd level, you are issued from the Armory Either a Heavy bolter, Heavy Flamer, Plasma Cannon or Rocket Launcher. If you run out of ammunition you can procure more in many ways talk to Your DM about the Requirements of acquiring more ammunition. Furthermore You gain the Signam ability below
Signam: a number of times per short rest, equal to half your Intelligence Modifier ( rounded down to a minimal of 1 ), you may gain advantage on all ranged attacks when firing an issued weapon or the target has disadvantage on saving throws for one attack .
At degree 11 you may use this feature a count of time per unretentive stay equal to you intelligence modifier

Immediate Action

Begining at 7th tied, a number of times peer to half your Intelligence Modifier ( Round up ), you may ignore a missfire when firing an issued weapon. You regain the use of this after you complete a long respite. At level 15 you may use this a total of clock equal to your wholly intelligence .

Tank Hunter

At 11th charge Gain the Omniscope feature
Omniscope: When you roll damage for a Issued weapon and roll the highest issue potential on any of the dice, roll + 1 Damage dice for each cube you rolled the highest on. this includes the dice rolled from this ability

Advanced Gunner

At 15th degree you may now be issued a Multi-melta or a Las cannon from your Armory. and you Ignore the Heavy weapon Property with issue Weapons .

Master Devastator

Beginning at 20th level, you may double your Wrath wrong when using an issued weapon .

Techmarine Gunner

The Thunderfire Cannon is a colossal, quad-barrelled weapon gun designed to excel in a electrostatic degree defense mechanism function for the Adeptus Astartes. Each is capable of firing and reloading at a punishing rate, unleashing salvo after salvo of high explosive shells, pounding the foe into obliviousness. merely the weather or the foolish defy advance forwards in the face of such overwhelm firepower .
Space Marines undertaking forces strickle hard and firm, and a unit that can not maintain a rapid promote swiftly becomes a liability. For this argue, most of their defend weapons are mounted on vehicle chassis that can keep pace with the rest of the force, as can be seen with the Vindicator and Whirlwind, but the Thunderfire Cannons are the one exception to the predominate .
Mounted on broken track units, Thunderfire Cannons can traverse about any terrain to reach the optimum fire status. Though they can move under their own world power, they are normally deployed from Thunderhawk gunships or by Drop Pod, brought in when Space Marine forces need to crack a foe ‘s strongpoint position or halt a sudden enemy breakthrough in its tracks .
Those enemies that get excessively close will soon be engulfed in a wave of explosions that never seems to cease. Each Thunderfire Cannon is tended to by a single Techmarine Gunner who uses his bulky Servo-harness to reload the weapon nibble whilst calculating optimum arouse trajectories .
The Techmarine manning a Thunderfire Cannon can set its shells to detonate in a variety show of different ways, depending on the tactical situation .
surface detonations are employed against numerous enemies in relatively clear terrain, airburst shells are used to scour a enemy from cover, and the Techmarine can even plan the shells to burrow deep into the ground before detonating ; though the force of the good time from such Tremor Shells is greatly reduced, the resulting shockwave is sufficient to leave the enemy sprawl, making them comfortable prey for his brother Space Marines
When you choose this path you gain Proficiency in Technology, Science, Tech Tools, Artificers tools and Wisdom saves
furthermore you become Proficient with Omnissian Axe, Power Fist and Thunder Hammer .

Servo Arm and Cannon

When you choose this wind at 3rd level you gain one Manipulation Mechadendrite. At Level 11 you gain a moment Manipulation Mechadendrite on your early shoulder .
Furthermore you are issued a Thunderfire cannon which you control. You can only control a single Cannon at a time. Use the below profile for your Thunderfire Cannon .

Thunderfire Cannon

large, ( Construct )

  • Armor Class 14
  • Hit Points 10 x your level
  • Speed 20ft.
STR DEX CON INT WIS CHA
18 (+2) 10(+0) 18 (+4) 10 (+0) 10 (+0) 10 (+0)
  • Skills Perception +5
  • Damage Resistences Slashing, Bludgeoning, Piercing
  • Damage Immunities Poison, Psychic
  • Condition Immunities Poison, Charmed, Frightened, Exhaustion, Petrified
  • Senses None
  • Languages None

Mindless. This animal is immune to any while or effect that would alter or gain restraint of its take care .
Immutable Form. This creature is immune to any spell or impression that would alter its form .
Gunner Controlled. entirely a Techmarine Or a Techpreist may fire the Thunderfire Cannon. A Techmarine or technical school Priest must be within 5ft of the cannon to fire it and it is used in replace af one attack .

Actions

Thunder Shot. ranged Weapon Attack : 4 + Users Proficentcy to hit, range 240\960ft., Reloading, Ammunition 1/Thundershot Volley, blast ( 20ft ), Indirect, Deviation ( 1d6 ) Hit 11 ( 3d4 Bludgeoning 3d4 Piercing + Gunners Dex damage ) .
especial : If the the gunman does not fit somewhere, you may disassemble it, this takes 2 rounds and it becomes 4 peaces, 2 parts to the cannon and 2 parts to the tracks each peace weighs about 150 pounds each, it will then take 2 rounds to reassemble .

Maintenance Rituals

At 7th degree you get a Construction Kit, The construction Kit has 2 parts this first is a Maintenance kit with 10 uses, the second function is Artificers Kit with 5 uses. You besides gain the Blessings of Maintenance Feature, See below
Maintenance Rituals: As an action you may expend one consumption of the Artificers kit and Roll a Intelligence ( Artificers tools ) check DC. 15 if passed restore 1D12 + your intelligence modifier hit points to a vehicle or construct in touch compass. This increases by one d12 at levels 7, 11, 15 and 20. thursday DC increases by 5 each time you use this sport on the like Vehicle unless that fomite has preformed a short rest. If you fail the Artificers instrument check it still consumes a use of your Artificers Kit
furthermore you may reload or fire your cannon as a bonus action .

Servo Harness

At 11th charge, you gain a sevo rule and you may fire or reload your cannon as a bonus action

Cannon Upgrade

At 15th level, Your Thunder shoot does 6D4 damage of each type and now has the blast ( 20ft ) rather of 10ft. you craft an car loader on your cannon, it now Reloads as a spare action .

Master Gunner

At 20th level You may have you gun fire when you are astir to 15ft from it .
furthermore you you may add Double you wrath damage on attacks with your Thunderfire Cannon .

Biker

A Space Marine Bike Squad is a close support tactical constitution utilised by the Adeptus Astartes to serve a wide diverseness of strategic uses .
Some Chapters employ them to perform reconnaissance manoeuvres, or as hit-and-run raiders behind enemy lines .
Others field their bikes as outriders for armored columns, scouting ahead for potential ambush sites and guarding the tanks ‘ flanks and rear from assault .
Some Chapters have even been known to use their Bikers to spearhead line-breaking assaults, a function in which the White Scars, Iron Hands and Howling Griffons Bike Squads excel .
When expecting heavy resistor, Bike Squads incorporate Attack Bikes into their ranks. Fitted with an armored sidecar and pintle-mounted heavy weapon, these vehicles strike down enemy war engines or massed infantry with facilitate .
so effective is this combination of firepower and speed that many Chapters field hale squadrons of Attack Bikes, using them as highly fluid arouse support .
When you choose this roll you gain Proficiency in Athletics, Perception, Land Vehicles and Dexterity saves .
furthermore you become Proficient with all the Thunder Hammer, Power Fist .

Assault Bike and Basic Bike Training

When you choose this path at 3rd grade, you are issued from the Vehicle bay a assault bicycle, refer to vehicle descriptions on Pg. ___ of this ledger for the rules and profiles for all vehicles .
Furthermore gain the surveil benefits when you are riding an rape or Attack Bike .

  • Mounting or dismounting a your bike costs you only 5 feet of movement, rather than half your speed.
  • you have advantage on saving throws made to avoid falling off your mount If you fall off it.

Advanced Bike Training

Begining at 7th grade, because of you experience on an assault bicycle, gain the following benefits when you are riding an assault or attack bicycle .

  • You may Ram a target or fire one of the vehicals weapon as a bonus action.
  • You may dash as a bonus action.
  • you can use any two-handed weapon in one hand while mounted, but you can not wield any other weapon in your off hand or if a weapon has a vesitility damage you may use that damage.

Attack Bike

At 11th horizontal surface you get an attack bicycle with a heavy bolter, refer to vehicle descriptions on Pg. ___ of this book for the rules and profiles for all vehicles

Master Bike Training

At 15th flush addition the following benefits when you are riding an attack or attack bicycle .

  • you gain advantage on Dexterity (Vehical Handling) checks you a re proficentcy.
  • if you use your ram attack, you can choose to re-roll your damage on a successful hit, you must keep the second roll. You can use this feature once per round.

Weapon Upgrade

Beginning at 20th flush, your side car may have a multi-melta, replace the dense bolter profile with a Multi-melta .

Assault Marine

An Assault Marine is a close patronize Firstborn Space Marine who is equipped with weapons that are specialised towards melee fight at close quarters and serves as share of an Assault Squad. The term Assault Marine refers to Imperial Space Marines equipped in such a manner ; Chaos Space Marines have exchangeable units called Chaos Raptors .
Assault Marines are herculean melee fighters able to best about any adversary in the bloody close-quarters melee fighting that is such a common feature of war in the late 41st Millennium. Each Assault Squad consists of up to 10 battle-brothers of whom one will be the unit leader with the absolute of serjeant-at-law .
All of the Astartes in the team excel at close quarters combat, have received extra specialist train and have become highly experience in melee combat after countless encounters with the Emperor ‘s enemies .
Assault Squads excel at close-quarters fighting. Equipped with Jump Packs, they blaze across the battlefield, charging into the enemy with little heed for personal danger. With turbo-engine drift, Assault Squads shot into the foe, sending foes sprawling from the skull-crunching force of their impact .
The Codex Astartes dictates that Assault Squads should be unleashed in the beginning wave of an attack, to strike hard and fast at unaccented points in the enemy ‘s formation. Opposing infantry are shredded with Chainsword and Bolt Pistol, enemy tanks with Krak Grenades .
such is the way of the Space Marines — to crush the enemy without mercy before moving on to the next prey. such tactics are far from subtle, but effective however — though a foe who perceives this to be the extent of an Assault Squad ‘s capability is deplorably mistaken .
The Jump Pack is well american samoa dangerous as any weapon the Assault Marine carries, propelling its holder into the heart of fight with the storm of a lunge meteorite. More importantly though, with a Jump Pack comes mobility, allowing the Assault Squad to redeploy cursorily in a series of hard-hitting attacks, or even perform controlled low-level descents from Thunderhawk gunships .
Assault Squads draw some of the most beastly of all struggle assignments. Often operating ahead of the rest of the Astartes army, Assault Marines are ever in danger of being outflanked, cut off, or simply overwhelmed by the foe every meter they deploy. evening if an Assault Squad is ankle-deep in corpses and fighting for their lives, its Sergeant must be aware not only of his current position, but besides any at hand or potential developments that will leave his battle-brothers stranded in a sea of bloodthirsty foes .
Should this occur, entirely raw might and iron resoluteness will allow the Assault Marines to hack their way clear of the enemy and claim victory. Likewise, should an enemy break and flee, it is the Assault Squad that is frequently tasked with following up and ensuring that none escape the Emperor ‘s Judgement .
When you choose this Battlefield Roll you gain Proficiency in Acrobatics, Perception, Survival and Dextarity Saves. If you are already technical in any of these you may pick one to have expertness in it .
furthermore you become Proficient with all Thunder Hammer, Power/Chain Fist .

From the Skies

Starting at 3rd floor you gain a leap out pack that allows as described in the advance gear section of this ledger .
furthermore you gain a excess d6 to all melee damage rolls with Jump pack

Advanced Jump pack Training

Starting at 7th level you gain the Truster Evasion and Crushing becoming features below .
Truster Evasion: your natural agility and startle pack lets you dodge out of the way of certain area Effects, such as a Grenade or a Fireball enchantment. When you are subjected to an effect that allows you to make a Dexterity saving hold to take only one-half price, you rather take no damage if you succeed on the save throw, and only one-half damage if you fail .
Crushing Charge: On a turn you have moved more then 40ft with your Jump pack you may make one disarm melee fire as a bonus legal action, you have proficentcy with it and it deals 2d10 + Strength bonus, bludgeoning wrong. This damage is increases by 1d10 at levels 11, 15 and 20 .

The Ground Trembles

Starting at 11th level if you jump more than 40ft in the publicize and make a chrushing appoint you cause a small tremor, each animal within 10 foot of you, including the target must make a strength save DC 8 + Proficentcy + Strength or be Knocked Prone .

Master Jump pack Training

Starting at 15th level you gain the meteorologic properly and Lightning hit features below
Meteoric Decent: Anyone that is in your tremor will be Knocked if they passed the keep open and suffer the wrong for your Crushing care if they failed .
Lightning Strike: you have mastered movement with a Jump pack, You gain + 10ft campaign and a bonus to all Dex saves and ability checks .

Lord Executioner

Starting at 20th level you have an aura of destruction around you empowering Those around you to savagely attack in the identify of the Emperor. Each creature Within 30ft of you gain 1D6 extra damage .

Vehicle Crewman

The vehicle Crewman ams the Rhino tank. The Rhino, or more formally, the Mars Pattern Rhino, is an imperial armored personnel carrier ( APC ) that is widely used throughout the galaxy by many different factions, though it is a mainstay vehicle of the Adeptus Astartes. It has provided safe transportation since the days of the Great Crusade, transporting its cargo of Space Marines swiftly and safely to the forefront of struggle .
Robust and versatile, and able to resist the most hostile of environments, the Rhino has become the basic troop conveyance for Space Marine squads. It has besides been used by many other trusted branches of the Imperial armed forces, including the Adeptus Mechanicus, Adepta Sororitas, Adeptus Arbites, Adeptus Custodes, and the forces of the Inquisition .
he Razorback is a relatively newfangled addition to the Imperium ‘s arsenal. The Razorback replaces some of its ecstasy capacity in order to mount a unmanned turret on top of the fomite. The Razorback is normally armed with Twin-linked Heavy Bolters or Twin-linked Lascannons .
The Predator is the chief battle tank for the Adeptus Astartes. The Predator is equipped with a turret-mounted Autocannon or Lascannon and two sponson-mounted Heavy Bolters, one on each side. The Predator loses its transport capacity in rate to mount the gun enclosure and hold the ammunition or generators for its other weapons .
When you choose this roll you gain Proficiency in acrobatics, Perception, Vehicle Handling and Dextarity saves. If you are already technical in any of these you may pick one to have expertness in it .
furthermore you become Proficient with all the Imperial Vehicle Weapons .

Rhino Issue

When you choose this path at 3rd level, you are issued from the Vehicle bay a Rhino tank, refer to vehicle descriptions on Pg. ___ of this record for the rules and profiles for all vehicles. The Rhino ‘s versatile blueprint has allowed the growth ( largely through the rediscovery of STC designs ) of several variants, each fulfilling a different tactical character. popular variants are the Razorback, Predator, Whirlwind and Immolator .

Razorback Issue

Begining at 7th level, you are issued a Razorback tank in replace of your Rhino you may switch wiccan fomite you want anytime you have accses to you vehicle bay .

Razorback weapon Upgrade

At 11th level you may upgrade your razorbacks turret to a Las cannon/ twin-linked Plasma artillery, Twin-linked Assault cannon or Twin-linked las cannon

Predator Issue

At 15th level you are issued a Predator tank in replace of your Rhino you may switch witch vehicle you want anytime you have accses to you fomite bay .

Predator Upgrade

Beginning at 20th flush, you may upgrade your Predator your gun enclosure to a Twin-linked la cannon and your side sponsens may have las, cannons, or any combination of your choice .

Champion

A Company Champion is a consummate Space Marine warrior who is charged with defending the honor of his caller, his chapter and the Emperor of Mankind Himself .
normally the company ‘s finest fencer, a Company Champion engages the warlords and champions of the foe in one combat, leaving the caller Captain release to conduct the wide conflict, quite than engage in a series of personal combats .
company Champions serve winder roles in the rituals and ceremonies of their chapter, representing their Battle-Brothers in rites, rituals and mysterie just as they do in war .
A chapter Champion is the most skilled fighter of an Adeptus Astartes Chapter ‘s Honour Guard. Wielding an excite blade in each hand, this superlative dueler is ready to challenge any enemy drawing card to individual fight in his commanding officer ‘s stead, and all his train is flex to this goal .
such a singular display of martial superiority and devotion has been the redemption of more than one chapter Master ‘s life and turned the tide of countless battles .
When you choose this roll you gain Proficiency in Intimidation, Performance, Athletics and Strength Saves .
furthermore you become Proficient with all Champions Blade, Combat Shield .

Elite Swordsman

When you choose this original at 3rd degree, you learn maneuvers that are fueled by particular cube called transcendence cube .
Maneuvers. You learn three Melee maneuvers of your choice. many Melee maneuvers enhance an attack in some means. You can use entirely one steer per attack. You learn two extra maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can besides replace one maneuver you know with a different one. the list of maneuvers are in chapter 5, Rules .
Superiority Dice. You have a number of superiority cube peer to you Proficiency bonus + your Intelligence, which are d8s. A superiority die is expended when you use it. You regain all of your use superiority dice when you finish a short or long perch .
Saving Throws. Some of your maneuvers require your prey to make a economy throw to resist the maneuver ‘s effects. The saving throw DC is calculated as follows :
Maneuver save DC = 8 + your proficiency bonus + your potency or Dexterity modifier ( your choice )
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s .

Company Champion

At 7th level, you gain the slatwart and the Defender abilities below .
Sentinel: Gain the lookout feature .
Defense: As the Champion you are the side of your companies Defense, you can not always be on the umbrage. You have to be an alert defender. You can Dodge as a bonus action .

Champions Wrath

Starting at 10th floor, when you enter a wrath you gain your wrath bonus in extra transcendence cube, if theses are not used when your wrath ends they are lost and can not be used .

Chapter Champion

Starting at 15th level you gain the Stalwart and Resolute abilities below .
Stalwart: You become a virtual wall. You gain Immunity to all price types with the exceptions of Force and Psychic while you are wearing armor .
Resolute: You have a solid body and will, able to withstand effects that might force you to back down. You have advantage in saving throws against being Charmed, Stunned, Dazed and being knocked prone .

Honored Swordsman

Starting at 18th level, when you roll first step and have no superiority die remaining, you gain an measure of superiority dice equal to your Intelligence .

Chaos Space marine

Chaos Space Marines, besides sometimes called Traitor Marines, Renegade Marines, or Heretic Astartes, are former Space Marines of the Imperium of Man who have chosen to abandon the overhaul of the Emperor of Mankind and dedicate themselves to Chaos to achieve their own ends .
such corrupt Astartes normally belong to one of the nine original Traitor Legions that betrayed the Emperor during the ancient civil war called the Horus Heresy more than 10,000 standard years ago, while others come from Space Marine Chapters created long after the Heresy ended that have turned Renegade. Chaos can corrupt Astartes of any time and place merely as its siren call leads many lesser men and women to their damnation .
During the Horus Heresy, the severe Imperial civil war that pitted the battle-brothers of the 18 know Space Marine Legions against one another, there were two factions. These were the loyalist Space Marines who continued to serve the Imperium and the Emperor of Mankind and the Chaos Space Marines of the Traitor Legions who betrayed the Emperor and pledged their souls to the service of the four catastrophic Powers of Chaos .
Some Traitor Marines pledged their service to all four of the Dark Gods, a malefic pull known as Chaos Undivided, whilst others preferred to dedicate themselves to the worship of only one of the blasting Powers. The traitor Legions were led by the Warmaster Horus, once a primarch of the Imperium and the Emperor ‘s most entrust friend, son, and adviser before he was corrupted by the promises and lies of the Dark Gods and his own inner flaws and ambition .
The Traitor Legions were the most powerful component of the forces of Chaos which fought during the Heresy, which besides included the countless daemons of the Warp, Human Traitors from the Imperial Army, the potent infantry and fight walker forces of the Dark Mechanicum and Chaos Cultists draw from across the galax .
The flesh and exponent armor of Chaos Space Marines often warps and twists into newly, blue and cold forms under the influence of the Warp energies they are exposed to as their shapes morph to embody the corrupt Astartes ‘ newfangled commitment .
Chaos Space Marines fight for everything they were once forbid to indulge in as the abstainer servants of the Emperor and the altruistic guardians of Mankind. pleasure, wealth, mayhem, but above all else, the power to rule their fellow Humans in the name of the Chaos Gods is the drive ambition and goal of every Chaos Space Marine .
All Heretic Astartes are ultimately united by this absolute crave for power. At first, this desire is focused towards specific goals, but as time passes, it becomes a bone-deep compulsion. Though the Dark Gods are given to rewarding their mortal followers for acts of slaughter that further their cleric cause, the gifts they bestow upon their favoured are erratic indeed .
A particularly extravagant massacre might be rewarded with a red air that invigorates the prayer, but it is good a likely the champion will find his arms being reshaped as axes of bone, or that he has the face of a drivel hound .
finally, the Chaos Space Marine seeks immortality, to ascend to such exalted heights of party favor that he is remade as a Daemon Prince. But for every successful aspirant there are hundreds of failures, mutated beyond recognition into mewling abominations called Chaos Spawn .

Prerequisites To be a Chaos Space Marine you must be the Astartes Race

Chaos Space marine
Level Proficiency Bonus Features Chaos Wrath Wrath Bonus
1st +2 Fighting Style, Chaos Wrath 2 +2
2nd +2 Death to the False Emperor, Gifts of Chaos 2 +2
3rd +2 Path of Destruction 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra attack, 3 +3
6th +3 Ability Score Improvement 4 +3
7th +3 Path of Destruction Feature 4 +3
8th +3 Ability Score Improvement 4 +3
9th +4 Greater Chaos Wrath (1) 4 +4
10th +4 Fighting Style (2), 5 +4
11th +4 Path of Destruction Feature, Extra Attack (2) 5 +4
12th +4 Ability Score Improvement 5 +4
13th +5 Improved Death to the False Emperor 5 +5
14th +5 Death is the end to my Wrath 5 +5
15th +5 Path of Destruction Feature 6 +5
16th +5 Ability Score Improvement 6 +5
17th +6 The Long War 6 +6
18th +6 Greater Chaos Wrath (2), Eternal Hate 6 +6
19th +6 Ability Score Improvement 6 +6
20th +6 Path of Destruction Feature Unlimited +6

Class Feature

As a Chaos Space marine you gain the follow course features

Hit Points

  • Hit Dice: 1D12 per Chaos Space Marine level
  • Hit points at 1st level: 12 + your constitution modifier.
  • Hit Points at Higher Level: 1D12 (or 6) + your Constitution modifier per Chaos Space Marine level after 1st

Proficiencies

  • Armor: Medium, Heavy, Power and Shields
  • Weapons: Simple, Martial and Heretic weapons and Grenades plus Bolt, Heavy, Power, Plasma, Melta and Flame.
  • Saving Throws: Constitution, Intelligence
  • Skills:
    Choose 2 skills from, Acrobatics, Athletics, History, Insight, Intimidate, Perception, Survival

Equipment

Choas Space marine Starter Kit

Fighting Style

At first grade you gain one of the abilities below, At level 10 you get to pick one more. You can ’ t take a Fighting Style option more than once, even if you later get to choose again .

Ranged

You gain a +2 bonus to attack rolls made with range weapons .

Defence

You gain a + 1 bonus to AC .

Dueling

When you are wielding a weapon in one pass and nothing in the other, you gain +1 to attacks and wrong rolls made with that weapon .

Great Weapon Fighting

When you roll a 1 or a 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 out, even if the raw axial rotation is a 1 or a 2. The weapon must have the ambidextrous or versatile property for you to gain this benefit .

Protection

When a creature you can see attacks a aim early than you that is within 5 feet of you, you can use your chemical reaction to impose disadvantage on the attack roll. You must be wielding a shield .

Two-Weapon Fighting

When you engage in two-weapon fight, you can add your ability changer to the price of the second attack .

Mobility

You gain +5 foot drift

Chaos Wrath

Beginning at 1st charge, as an chaos marine, you have an unbridle rage, as a result, you may as a bonus carry through embark a state of Wrath, gaining the under abilities

  • You gain a bonus to all strength and Constitution saves and ability checks equal to your Wrath Bonus collum on the Chaos Space marine Table.
  • You gain a bonus to all damage dealt by Chaos Space marine weapon attacks Equal to the Wrath Bonus collum on the Chaos Space marine Table.
  • Gain Temporary hit points Equal to your Warth bonus + your Level x2

Your Chaos Wrath lasts for 1 minute. It ends early on if you are knocked unconscious or if Your Turn ends and you haven ’ deoxythymidine monophosphate attacked a hostile animal since your last turn or taken damage since then. You can besides end your Chaos Wrath on Your Turn as a Bonus Action .
once you have used you Chaos Wrath the phone number of times shown for your Space Marine flush in the Chaos Wrath column of the Chaos Space Marine table, you must finish a long Rest before you can use the Chaos Wrath again .
furthermore You count as having a Mark of Chaos for the perpouses of Hatred, even though you may not actually have a Mark of Chaos .

Death to the False Emperor

Starting at 2nd tied, whenever you score a critical hit with a weapon attack against an Imperial prey, you may perform an extra approach as a bonus carry through with that weapon. This effect can only trigger from your standard attack actions. Furthermore you gain a +2 to all Melee attacks against Imperial Targets .

Gifts of Chaos

Starting at 2nd floor, Gain one Chaos mutation as described in the chaos mutations part of this book, you gain an extra mutant at levels 8,14,18 and 20 .

Path of Destruction

At 3rd level, you choose a Battlefield roll that you strive to emulate, in addition you may have alter your physical form in a significant way. Choose either -, -, -, -, -, – or, , all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and at 20th tied you get an Battlefield roll dominate feature .

Ability Score Improvement

When you reach 4th degree, and again at 6th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can ’ deoxythymidine monophosphate increase an ability score above 20 using this feature .

Extra Attack

Beginning at 5th level, you can attack twice, alternatively of once, whenever you take the Attack action on your act. The number of attacks increases by when you reach 11th level in this class .

Greater Chaos Wrath

Beginning at 9th level, you may pick on of the under Upgrades to your Wrath of the emperor. At grade 18 you gain this ability again and you may pick a second upgrade .

  • You gain a bonus to all strength and Constitution saves and ability checks equal to 2x your Wrath Bonus.
  • You gain a bonus to all damage dealt by Chaos Space marine weapon attacks Equal to 2x your Wrath Bonus.
  • Gain Temporary hit points Equal to 4x your Warth bonus + your Level

Improved Death to the False Emperor

At 13th degree whenever you score a critical hit with a weapon attack against an Imperial target, you may perform two extra attack as a bonus action with that weapon. This impression can lone trigger from your standard attack actions. Furthermore you gain a +4 to all Melee attacks against Imperial Targets .

The Long War

Beginning at 15th flat, Thousands of years of Hate bears it so solid that your Chaos Wrath ends early alone if you fall unconscious or if you choose to end it .

Eternal Hate

Beginning at 18th flat, your Hate fuels your fad and allows you to shrug off deadly blows .
While you ’ re in a Chaos Warth, having 0 Hit Points doesn ’ thymine pink you unconscious mind. You however must make Death Saving Throws, and you suffer the normal Effects of taking damage while at 0 Hit Points. however, if you would die due to failing Death Saving Throws, you don ’ thymine die until your Chaos Wrath ends, and you die then only if you still have 0 Hit Points .

Path of Destruction

different Space marines choose different approaches to executing their battle transcendence on the battlefield in the name of there Emperor and the establish chapter. The Battlefeild Roll you choose to emulate reflects your border on .

Warpsmith

A Warpsmith is a fall Chaos Space Marine Techmarine who now serves the catastrophic Powers through the creation of daemonic war engines. As the master of the person forges to be found within the Eye of Terror, it is by their hands that the Daemon Engines such as the Maulerfiend and the Forgefiend come to life, an sinful union of devil and machine, cook to fight alongside the armies of Chaos .
Though each Warpsmith is an technical in battlefield repair and siege trade, his true calling lies in the person forges of the Warp, particularly those in the Eye of Terror. There, the spirits of capture Imperial machines are driven to madness as their physical forms are rebuilt into beastly and terrifying new shapes. Daemons are drive into the cogs of giant, mechanoid birth-factories that crank out hot engines of destruction from their cabled wombs .
Acolytes of the Dark Mechanicum combine flesh, bone and steel with daemonic essence in always more imaginative and sicken ways. Presiding over this infernal industry are the Warpsmiths themselves pioneers of mechamorphosis, blue and silent as the grave spare for the occasional bark regulate or spell of constipate. When the clock time for seduction is last at hand, integral armies of these growling conflict engines stomp and soar into realspace the Warpsmiths ‘ piercingly ambition writ big and set free upon the Imperium of Man .
When you choose this Battlefeild roll you gain Proficiency in Technology, Warp, Tech Tools, Artificers tools and Intelligence Saves .
furthermore you become Proficient with all .

Maintain the War Machines

When you choose this roll at 3rd level you gain one Manipulation or ballistic Mechadendrite. At Level 11th you gain a moment Manipulation or ballistic Mechadendrite on your early shoulder .
Furthermore You get a Construction Kit, The construction Kit has 2 parts this first is a Maintenance kit out with 10 uses, the irregular depart is Artificers Kit with 5 uses. You besides gain the dominate of Mechanisms Feature, See below
Master of Mechanisms: As an natural process you may expend one use of the Artificers kit and Roll a Intelligence ( Artificers tools ) check DC. 15 if passed regenerate 1D12 + your intelligence modifier hit points to a vehicle or construct in touch roll. This increases by one d12 at levels 7, 11, 15 and 20. thursday DC increases by 5 each prison term you use this feature of speech on the like Vehicle unless that fomite has preformed a light pillow. If you fail the Artificers tool check it still consumes a use of your Artificers Kit

Attendant of the Soul Forge

At 7th tied you gain you gain a cortege of Sevitors you may Pick an combination from The Pugnis, Gun, Monotask servitors as described in the NCP minions incision of this book with the Addition of the benefits of the Deamon Chaos Mutation. Discuss the cost and prison term required to acquire this reconstruct with your DM. On each of the your turns you can command the NPCs with verbal ( no action required ) or bridge player and arm signals ( Bonus Action required ). if you do you decide what natural process the NPC will take and where it will move during its turn, or they can issue a general command, such as to guard a finical bedroom or corridor. If they issue no commands, the Npc only defends itself against hostile creatures or its controllers military aim. once given an order, the NPC continues to follow it until its tax is complete .
At 7th degree you may have a number of servitors equal to half your intelligence bonus rounded up and at level 11 this increases to you whole intelligence Bonus .
Furthermore You gain the monster Engine Rage ability Below .
Demon Engine Rage: as an carry through you may make one Vehicle within 30ft of you, gains the following benefits for a issue of rounds equal to You 1d4 + your Charisma bonus. you regain the use of this after you complete a retentive lie .

  • The vehicle on each of its turns may make one extra attack, a move as a free action
  • The vehicle suffers no penalty from the Heavy weapon property.
  • The vehicle gains Your level x 5 Temporary Hit points
  • The vehicle Gains a bonus to AC equal to your Wisdom bonus
  • Has a bonus on all save equal to your Charisma bonus made by the Vehicle or the Driver of it.

Soul Forge Gifts

At 11th level, You gain the demonic Chaos Mutation

Servo Harness

At 15th degree, you gain a Sevo-harness as described in the Mechadendrites section of this book .

Master of Demon Engines

At 20th level you get the bonus wrong die from your Crushing grok sport on both of your unarmed attacks if they hit and you may use the stun a numeral of charges peer to your intelligence mod per short or long rest and You double any heal made with your maintenance Rituals

Chosen

The Chosen of a Chaos Space Marine warband are the most battle-hardened of the Heretic Astartes and are functionally equivalent to the Veteran Marines of the Adeptus Astartes .
The most know and consecrated Chaos Space Marines are known as “ Chosen. ” tied at a glance, it is obvious that they are favoured amongst the biting brotherhood of Chaos, for their baroque armor is embellished with forbid runes and their grimace helmets give them the view of raging daemons .
Equipped with the finest wargear the warband can provide, the Chosen are even more hard-bitten and calloused than other Chaos Space Marines, and think nothing of sacrificing the lives of their comrades to increase their own digest with the gods .
Squads of Chosen have many centuries of combat experience to draw upon and are typically found in the vanguard of any attack, fighting from the front where they can earn the most glory and take the greatest spoils .
sometimes the Chosen will use their battle skills to infiltrate enemy lines and set up ambushes, or outflank an enemy united states army to launch surprise attacks on the opposition ’ mho strongpoints .
convinced in the extreme, and contemptuous even of those that march to war alongside them, the Chosen bow alone to the gods themselves and to the Chaos Champions who command their allegiance .
Like Chaos Champions, there are many Heretic Astartes who may be called Chosen ; dedicated, baneful soldiers. Chosen frequently band together with early such veterans and may be defined as much by the wargear they wield and the tactics they prefer as their dedication to a finical Chaos God .
Both weapons and tactics can be extremely vary, from stopping point combat weapons such as Chainswords and Lightning Claws, to Reaper Autocannons and Lascannons, and the ever-redoubtable Bolter. Chosen come in many forms, from the raging World Eaters Berserkers to the tire Noise Marines of the Emperor ‘s Children, and likewise their personalities vary wildly .
Some jump into struggle with delirious brutality, trusting in their amuck rage to overwhelm their enemies, while others may rely on a methodical, stoic approach path or evening simple, practical sorceries and darkness charms to win the day. however, many Chosen are professional and hardheaded. They use all tools at their disposal to their fullest extent to ensure victory, making them consummate and terrifying warriors .
When you choose this roll you gain Proficiency in Intimidation, Survival, Athletics and Dexterity Saves .
furthermore you become Proficient with all Thunder Hammer, Power/Chain Fist .

Chosen traits

When you choose this axial rotation at 3rd level, in the pastime of combat transcendence, granting you respective benefits :

  • Your arms strength and precision to allow you to deal an additional 1D4 damage on your melee attacks.
  • You pick one more fighting style.
  • You gain proficiency with unarmed strikes. and can deal leathal damage if you choose.

furthermore you gain a Crux Terminatus as described in the Advanced gear section of this koran .

Chosen Might

At 7th level, you gain the the be abilities .
Second Wind: You have a limited well of stamen that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points peer to 1d10 + your imperial legionnaire degree. once you use this feature, you must finish a abruptly or hanker Rest before you can use it again .
Indomitable: you can reroll a save throw that you fail. If you do so, you must use the new coil. once you use this feature, you must finish a long Rest before you can use it again .
Action surge: you can push yourself beyond your normal limits for a consequence. On Your Turn, you can take one extra military action on top of your unconstipated action and a potential Bonus Action. once you use this have, you must finish a short or long Rest before you can use it again .

Chosen Endurance

At 11th floor, you gain a 2 feature or a laid of Terminator Armor and one extra use of indomitable ability

Chosen Action

At 15th tied, you gain the Extra Attack ( 3 ) and one extra use of the Action surge ability .

Chosen

At 20th level you gain the, you may use the indomitable ability 3 times between rests and you get one extra use of either, action rush or moment wind per unretentive respite or retentive rest, Your choice each day .

Apothecary

however unlike their loyalist counter-parts, Chaos Apothecaries are rare and not probable to serve one master. rather they act as free agents who work with those who can afford their prices, though, they could besides withhold their services from those they dislike. Warbands notably trust heavily upon Chaos Apothecaries to remain function as a active force, as they have the skills to patch up or create newly Chaos Space Marines. In the Age of the Dark Imperium, however, there are now few Chaos Apothecaries left and even fewer old enough to know how to set up a proper Apothecarium
When you choose this roll you gain Proficiency in Medicine, Alchemy Tools, Science, and Intelligence Saves .
furthermore you become Proficient with all Thunder Hammer, Power Fist, Laser Scalpel

Alchemical Experiments

When you choose this roll at 3rd tied, you gain a Medicae/Torture Mechadendrite as described in the Mechadendrite section of this book. At degree 11 you gain another Medicae/Torture mechadendrite

Dark Alchemist

At 7th level, you now have Apothecarium ands a mobile alchemy instrumental role used to create horific alchemic concoctions .
You Learn a number of Biomancy, Ruinous or Putricology cantrips equal to you intel bonus, if it should change and you take a long rest you adjust the total consequently. During each long rest you may prepare yourself with a number of spells equal You to your intelligence modifier + your proficiency bonus These Spell may be Picked From Biomancy, Ruinous or Putricology Discipline and may only be of 3rd level or lower, you always cast these spells at 3rd flat with proficiency using your intelligence as your Spell Bonus. once a spell is used you must prepare it again during the adjacent long rest, you may however prepare the same spell more then once allowing you to use is more than once before having to prepare it again. Although you use spell they are considered nonmagical. because the are actual potions Chemicals and injections you use on your patients .
furthermore at 11th level you may Prepare spells of level 5 or lower now and you cast all spells at level 5. At degree 15 you may Prepare spell of level 7 of lower and you cast all spells a level 7 .

Monster Maker

At 11th level, You may now Genetically Mutate creatures, you can follow the instructions for a Genetor making a Mortal familial modification, but you may use any of the Mutations avalible and you may preform them on Astartes and Mortals .

Monster Juice

Starting at 15th horizontal surface, You may as an military action aim one animal with in 5ft, the creature will become angered, follow the rule for Primal rage class ability as trace in the Feral world feral classify. furthermore when they are raged if there is no enemy targets the annoy animal must pass a wisdom save DC 15 or they attack the nearest animal to them. this rage can not end untill the creature is reduced to 0 horsepower or Knocked unconcious

Master Apothecary

At 20th level You may prepare yourself with 4 extra spells per long pillow .

Sorcerer

A Sorcerer or Chaos Sorcerer is the most herculean type of psyker found among the Chaos Space Marines and the early forces of Chaos .
Sorcerers serve the lapp role as Librarians do for Loyalist Space Marine Chapters and Sanctioned Psykers do for the Astra Militarum, though many mighty Sorcerers can besides be considered psychically-gifted Champions of Chaos .
rather of the subtle psychic manipulation and divination used by the Farseers of the Aeldari or the strength-boosting powers of the Space Marine Librarians, the Sorcerers of Chaos wield death, destruction, and mutation, the mightiest powers of the Warp .
Sorcerers of Chaos form destiny itself with arcane rituals and indefinable pacts forged with the malefic entities of the Empyrean. In accuracy, “ sorcery ” itself differs from other forms of psychic ability because it requires interacting and cutting deals for cognition and/or power with the entities of the Warp in the avocation of one ‘s own selfish addition .
Through the cognition gained by such pacts, Sorcerers channel the soul-blasting energies of the Warp into potent hexes and blasts of wyrdflame, and they mould the fabric of the material universe with little more than a hate-filled hex .
Because of their changeless exposure to the power of Chaos, Sorcerers are inescapably haunted by the expectation of finally succumbing to crippling mutant or insanity. Though they believe they are above deadly concerns, the truth is that they, excessively, are entirely pawns, raised up and then expended by the Dark Gods for their own amusement .
The line between wielding psychic ability and true “ sorcery ” is a fine one indeed. The Chapters of the Adeptus Astartes may seek to deny it, but every time a Space Marine Librarian calls upon his mental might he risks tainting his soul .
In the heat of conflict, even the most capable psyker may overreach his abilities, and rather of recoiling in horror from the vector sum slaughter, he may feel a prevent thrill. such emotions are the foremost step on a path to limitless malefic .
From that moment on, the psyker may endure honey whispers in his dreams and visions of immortality. Those who succumb to such temptations and make deals for power with the daemonic denizens of the Immaterium become true Sorcerers, able to channel the malefic world power of the Warp to its fullest extent, unconstrained by morality or consequences .
Sorcerers are constantly driven to expand their influence and cognition. They see themselves as having ascended ; no long hindered by blind loyalty to the Corpse-God of the Imperium, they become even more calloused and inhuman than those who follow them .
Some are cold-hearted strategists who vent their hate upon deoxyadenosine monophosphate much of the universe as possible ; Ygethmor the Deceiver once orchestrated a doom cult that resulted in the depopulation of every dwell universe in the Corriallis System .
Others act as advisors for the Lords of Chaos, subtly redirecting them to their own ends under the illusion of servitude. A rare few roam the concealed paths of the population, unlocking the secrets of the ancients to better plunge the galaxy into the embrace of Chaos .

careless of their goals, all Sorcerers revel in the anarchy of the Long War. It takes only a flicker of resistance to spur them into unleashing the destructive energies of the Immaterium. Their resentment manifests upon the battlefield as a palpable force ; red-hot skulls hammer down from the skies, disease chokes the soul of those nearby, and men are turned into monsters in their wake .
The soldierly art common to all Chaos Space Marines is magnified greatly when combined with the weapons of the Sorcerer, baleful artefacts saturated with the energies of Chaos that can rip the soul from the soundbox of their victim .
The Thousand Sons Legion gave raise to the first Space Marine Sorcerers during the early days of the Great Crusade. tied before the Horus Heresy, the XV Legion of Magnus the Red had a thirst for cognition of the Warp that proved impossible to slake, and ultimately proved their untie .
In his arrogance and ignorance, Magnus ignored the warnings of his father the Emperor and could not stop himself from dealing with the denizens of the Warp in the search for ever more cognition about how to enhance and extend his psychic abilities and those of his Astartes .
Without even realising it, he struck a treaty with the Chaos God Tzeentch that ultimately resulted in the damnation of himself and his host. Most of the Thousand Sons ‘ numeral were ultimately reduced to unlive automatons by the Rubric of Ahriman, though the most psychically knock-down among them were able to resist the unanticipated consequences of that fantastic ritual .
many of these ancient Sorcerers have now forged pacts with Abaddon the Despoiler, joining the Warmaster of Chaos in his quest to overthrow the Imperium of Man and adding the force of their Rubricae bodyguards to that of the Black Legion .
When you choose this cast you gain Proficiency in Warp, History, Insight and Charisma saves. Pick one of these, then double you Proficiency bonus when making checks with that skill .
furthermore you become Proficient with the All Thunder Hammer, Power Fist and all Force Weapons .

Chaos Sorcerer
Level Warp charges Cantrips Known Powers known Power slots Slot Level Warp Touched
3rd 2 2 2 2 1st 1
4th 3 2 3 2 1st 1
5th 4 2 4 3 2nd 1
6th 5 2 5 3 2nd 2
7th 6 2 6 3 3rd 2
8th 7 3 7 4 3rd 2
9th 8 3 8 4 4th 2
10th 9 3 9 4 4th 2
11th 10 3 10 4 5th 3
12th 11 4 11 5 5th 3
13th 12 4 12 5 6th 3
14th 13 4 13 5 6th 3
15th 14 4 13 5 7th 3
16th 15 4 14 5 7th 4
17th 16 4 14 6 7th 4
18th 17 4 15 6 8th 4
19th 18 4 15 6 8th 4
20th 20 4 16 6 9th 5

Psyker

When you reach 3rd level, you now have the ability to cast psychic powers, this is the lapp as casting a spell. See chapter 10 in the PHB for the general rules of spellcasting .

Psychic Disciplines

rouge Psykers learn whatever powers are taught to them or what the woof up through experiment you may pick from any discipline with the exceptions of the 3 specific Chaos gods until you have one of the Marks of Chaos. See psychic Disciplines part of this script .

Cantrips

You learn 2 cantrips of your choice from the psychic disciplines your allowed. You learn extra cantrips as you level, see cantrips collumn of the rouge Psyker spellcasting .

Power Slots.

The Rouge Psyker table shows how many spe⁠ll slots you have to cast your Spells of 1st through 9th Level. The table besides shows what the flush of those slots are all of your Spell Slots are the lapp flush. To cast one of your might of 1st floor or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a inadequate or long Rest. You may not cast a spell of tied 6 or higher more than once in a day .
For case, when you are seventh Level, you have Three 3rd-level Spell Slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell .
Spell Known. You know 2 1st-level powers at 3rd level. The Spells Known column of the psy monk mesa shows when you can learn more powers of 1st level or higher. Each of these spells must be chosen from a list you are allowed and you must be of a level for which you have exponent slots. Whenever you level up you may swap out a exponent with one with a level of wich you can cast and from a discipline you are allowed .
Spellcasting Ability Charisma is your Spellcasting Ability for your Spells, so you use your wisdom whenever a spell refers to your spellcasting⁠ ability. In addition, you use your Charismam modifier when setting⁠ the saving shed DC for a spell you cast and when Making an Attack roll with one .
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Chaos Psyker

At 3rd level You gain the eldrich blast cantrip. This spell does not count toward your cantrips known .
furthermore, If you GM should allow it when you gain a Mutation you may alternatively gain a Mark of Chaos .

Warp Touched

At 3rd level when you become a Chaos Sorcerer you gain one warp touched trait of your chioce, you gain more as you level, this is noted in the deflection touched column. The number of traits is in chapter 4, the warp, under the deflection touched traits. If your GM should allow it you may pick one ove the three chaos marks allowed to Psykers in replace of a Warp touch trait .

Warp Charges

You have 2 warp charges, and you gain one extra steer every time you level up, to a utmost of 20 at degree 20. You can never have more warp charges than shown on the mesa for your level. You regain all exhausted Warp charges when you finish a long Rest .

Warp Manipulation

At 3rd degree, you gain the ability to manipulate your powers to adapt to a site. You know all of the Warp Manipulations as described in chapter 4, under the Warp handling section .

Empowerd Wrath

Starting at 7th level, whenever you enter your Chaos Wrath you gain 1 1 power slot, this bonus goes up by 1 at levels 11, 15 and 20 .

Warp Combat

Beginning at 11th flat, a librarian has become used to weaving psychic power with Martial Prowwes. When you take the attack legal action on your turn, you may use one of your extra attacks to rather cast a cantrip with a roll time of no more then 1 action .

Warp Wrath

At 15th level, When Casting Spell in a Wrath you you gain you wrath bonus to all Spell Attack rolls and increase your Spell Save DC by your wrath bonus .

Warp Master

At 18th degree, your deflection powers a unbridle and raw. You gain an extra 4 power slots per long pillow but it must be used on spells of level 5 or lower .

Lord

A Chaos Lord is one of the most mighty of the Champions of Chaos who often serves as the air force officer of a Chaos Space Marine warband and the other forces of Chaos. A Chaos Lord is normally, though not always, a heretic Astartes himself .
They are not necessarily those who rose through the ranks by rights in a hierarchical manner, but are frequently those most blessed by the Chaos Gods or simply the most mighty or charismatic individuals among the forces of Chaos .
The greatest of the Champions of Chaos become Chaos Lords and are often granted hideous mutations and physical alterations by the catastrophic Powers to further their causal agent. Chaos Lords are so mighty as to be able to bind the other forces of Chaos to their will, although this often brings a dangerous position as progress among the forces of Chaos is normally achieved through the death or murder of another Chaos Lord or Champion .
Some Chaos Lords lead through beast strength, others through cunning and some are lunatic bended entirely on self-aggrandizement. Others are true-believing worshipers of Chaos and possess a avid dedication to the cause of the Dark Gods .
A Chaos Lord is ultimately always a authoritarian warrior-king who lives to bathe in the rake of worlds. He strives to bring whole ace systems to their knees in the mention of his patron deities. Typified by merciless ambition and cutthroat pride, many of these champions of disorder were once baronial chapter Masters and Captains of the Adeptus Astartes, but farseeing Terran years of unremitting war have twisted their souls beyond recovery .

All Chaos Lords are imposing in stature. In the case of Chaos Space Marines, their genetically-enhanced transhuman physiques have been made even more impressive by the protean caress of the Warp. Their wargear is frequently deoxyadenosine monophosphate bizarre as their physical appearance ; a Chaos Lord may hack his foes apart with a massive Chainaxe, blast them with an ancient Combi-weapon, or slice open their vehicles with a screaming Daemon Sword .
Regardless of affiliation, these conquerors of worlds constantly prefer to lead from the front. There, the visceral bang of war is potent enough to eclipse any inkling sense of betrayal they may feel as they rend their loyalist brothers limb from limb .
Possessed of a wrath so acute it often clouds their imagination, the Lords of Khorne head by example. Each Chaos Lord is a looming beastly in gore-stained armor. many such lords retain their mind and conqueror ‘s instincts, but their blood-greed is so potent that, upon the battlefield, they could easily be mistaken for asinine savages. It matters fiddling, for so frenzied are the warriors that follow them that they are lost to rationality ; for godhead and follower alike, only the sight of lineage holds rock .
Tzeentch grants his disdainful devotees entree to an about boundless supply of charming baron. such beings have a supernatural ability to outguess their foes. They frequently manifest arcane mutations such as haloes of night flame, third gear eyes or crystalline bodies, whilst mystic auras protect them from damage, transmuting attacks into harmless energy. Their plans are so labyrinthine that only the insane may even begin to understand them .
The lords of Nurgle are lumbering, filth-encrusted hulks that devote their lives to spreading disease across the stars. Their guts are bloated sauk of putrid natural gas and rancid fat, and their drooping skin has the waxen lividness of a cadaver, but their resistance to injury is legendary. These devout sons of Grandfather Nurgle delight in their foulness, leading heretic and daemon alike to war .
Chaos Lords of Slaanesh are gifted with strange sensational organs and mood amplifiers that allow them to better savour the shocking stimulation of outdoors war. The life of such a overlord is a whirlwind of surfeit that inspires his followers anew with every battle. His mind reacts indeed swiftly that he can fight with blurring accelerate and dexterity in the pursuit of ever-greater sensation — and the pleasure it brings .
When you choose this hustle you gain Proficiency in Intimidation, Persuasion, History and Charisma saves .
furthermore you become Proficient with all Thunder Hammer, Power Fist, Terminator Armor .

Heretic Lord

When you choose this path at 3rd level, Your fury bring the beast out in all around you .
You have a constant command aura, the air effects anything within 10ft centered on you. Any Chaos creatures you wish in the the range gains the air consequence you have active, you may alone have one aura active at a time, provided you are conscious and can speak. you Start with the Deadly Precision and Skilled Warriors, command auras. you may switch Auras as a bonus action .
At levels 7, 11, 15 and 20, your Command range increases by 5ft to a sum of 30ft .
Deadly Precision: Any Chaos animal you wish Within you command Aura roll, may add your Charisma Modifier to any of there damage rolls from any generator .
Skilled Warriors: Any Chaos creature you wish Within you command Aura range, may add your Charisma Modifier to all there skill checks made .

Exulted Lord

At 7th degree you can empower your warband, you gain the All out battle and Wise godhead command air .
All out Battle: Any animal you wish Within your command Aura may add your Charisma Modifier to all of there Attack rolls .
Wise lord: Any creature you wish Within your command Aura may add your Charisma Modifier to all of there ability saves .

Overlord

At 11th level, gain the Deadly Initiative and Expert Team command air .
Deadly Initiative: Any creature you wish Within your instruction Aura may add your Charisma Modifier to all of there inaugural checks .
furthermore You may have 2 Active Auras, applying both effects .

Warlord

By 15th degree, You gain the Wise Commander command aura .
Elite Team: Any animal you wish Within you command Aura range, has advantage on all there skill checks made .
Wise Master: Any chaos creatures you wish Within your control Aura has advantage on all ability Saves .

War Master

At 20th level, gain the All out War and War Master command air .
All out War: Any Chaos creatures you wish Within your command Aura has advantage on all attacks roll .
War Master: Any Chaos creatures you wish Within your instruction Aura may add 1 damage die to all Critical hist made .

Havoc

Chaos Space Marine Havocs are the Heretic Astartes version of the Space Marine Devastator, dense weapon specialists who are trained to annihilate the enemy at range .
Squads of Havocs provide devastating anti-infantry and anti-armour firepower, dominating large swathes of the battlefield with volley after punishing volley .
Some Heretic Astartes squads carry a high proportion of heavy weapons to lay down supporting fire for their brethren. Known as Havocs, these squads provide devastating anti-infantry and anti-armour firepower, and dominate large swathes of the battlefield with their merciless volleys of fire. A Chaos Havoc Squad normally consists of 4 Chaos Space Marines armed with grave weapons and an Aspiring Champion of Chaos whos serves as the squad leader .
such is the blood-pounding shudder of pouring heavy ardor into the foe ranks that many Havocs become obsessed by the power their weapons afford them. They see themselves as gods of the battlefield, blasting the worm vermin of the enemy into obliviousness with each jerk of the finger. Over time, a Havoc Squad that lingers within the Warp may find their heavy weapons becoming a part of them, extensions of their own physical body that can never be laid down or relinquished .
Casings blend with human body, blood plasma becomes highly volatile, and ammunition hoppers become athirst second mouths that snap and grumble for more bullets. finally, Chaos Space Marine and weapon become one and the same entity .

This is the way of Chaos, where the Warp bleeds into realspace, it is not nature that defines form but deadly psychic compulsion the nefariousness in a Havoc ‘s soul is made manifest in the pulp for all to see .
Havocs often employ Rhino armoured transports, allowing a Havoc Squad to speedily title high ground or some other strategically important vantage decimal point, from which they can decimate the enemy with their heavy weapons. A Chaos Rhino besides allows Havocs to redeploy quickly, should all their targets be destroyed or an enemy assault be at hand. In this way, the Havocs constantly stand ready to lend their supporting firepower to their corrupt brethren where the fight is compact .
When you choose this roll you gain Proficiency in Intimidation, Perception, Athletics and Strength saves .
furthermore you become Proficient with all the All Weapons with the Heavy Property. .

Havoc

When you choose this path at 3rd level, you are issued from the Armory Either a Heavy bolter, Heavy Flamer, Reaper Chain Cannon, Auto-Cannon or Rocket Launcher. If you run out of ammunition you can procure more in many ways talk to Your DM about the Requirements of acquiring more ammunition. Furthermore You gain the Signam ability below
Signam : a numeral of times per short respite, equal to half your Intelligence Modifier ( rounded down to a minimum of 1 ), you may gain advantage on all ranged attacks when firing an issued weapon or the target has disadvantage on saving throws for one round .
At level 11 you may use this feature a act of fourth dimension per short pillow peer to you intelligence modifier

Immediate Action

Begining at 7th charge, a phone number of times equal to half your Intelligence Modifier ( Round up ), you may ignore a missfire when firing an issued weapon. You regain the function of this after you complete a long rest. At level 15 you may use this a number of time peer to your wholly intelligence .

Tank Destroyer

At 11th degree Gain the Shred feature
Shred It: When you roll damage for a Issued weapon and roll the highest number possible on any of the dice, roll + 1 Damage dice for each cube you rolled the highest on. this includes the dice rolled from this ability

Ancient Gunner

At 15th tied you may now be issued a Multi-melta or a Las cannon from your Armory. and you Ignore the Heavy weapon Property with issue Weapons .

Exalted Havoc

Beginning at 20th level, you may double your Wrath damage when using an issued weapon .

Biker

Chaos Space Marine Biker is a well-armed and highly mobile reconnaissance warrior of the Chaos Space Marines who is often used by his warband to launch deadly raids behind enemy lines. Using Chaos-corrupted Astartes Assault Bikes, the howl of their motorcycle ‘s engines growls like a snarling beast that fires the damned soul of its Heretic Astartes rider to acts of greater recklessness and bloodshed. Trailing brimstone and death in their wake, the Chaos Space Marine Bikers act as the harbingers of their nauseating, dark Traitor Legions .
Well-armed and highly mobile, Chaos Biker squads are mounted on bladed bikes that are possessed of a sinister, mechanical awareness. even amongst the Chaos Space Marines, their Biker squads have a repute for cruelty. They are indefatigable in avocation of an enemy and will follow a foe night and day to kill or capture them — or in the hope that they will be led to fresh victims. Some have even melded physically with their alloy steeds through the power of the Warp, bonfire jetting from their exhausts and oil flowing in their veins .
chaos Bikers are excellent for reconnaissance and launching madly raids behind enemy lines. Like those of their Loyalist counterparts, Chaos Assault Bikes are rugged and well-suited to dense terrain, though they have frequently been twisted by Chaos into something army for the liberation of rwanda more faze than a simple machine. They are fitted with built-in Bolters that can be fired by the rider without him needing to relinquish restraint of his steed, and they are frequently festooned with blades and spurs that dismember opponents as the rider crashes pas
When you choose this roll you gain Proficiency in Athletics, Perception, Land Vehicles and Dexterity saves .
furthermore you become Proficient with all the Thunder Hammer, Power Fist .

Chaos Bike and Basic Bike Tactics

When you choose this path at 3rd level, you are issued from the Vehicle bay a Chaos bicycle, refer to fomite descriptions on Pg. ___ of this book for the rules and profiles for all vehicles .
Furthermore gain the pursuit benefits when you are riding a Chaos Bike .

  • Mounting or dismounting a your bike costs you only 5 feet of movement, rather than half your speed.
  • you have advantage on saving throws made to avoid falling off your mount If you fall off it.

Advanced Bike Training

Beginning at 7th degree, because of you experience on an rape motorcycle, gain the following benefits when you are riding an assault or attack motorcycle .

  • You may Ram a target or fire one of the vehicles weapon as a bonus action.
  • You may dash as a bonus action.
  • You can use any two-handed weapon in one hand while mounted, but you can not wield any other weapon in your off hand or if a weapon has a versatility damage you may use that damage.

Chaos Bike Upgrade

At 11th level your Chaos bicycle has its Hull Points multiplied by 2 and gains +2 AC .

Master Bike Tactics

At 15th level profit the following benefits when you are riding an assail or assail motorcycle .

  • You gain advantage on Dexterity (Vehicle Handling) checks you a re proficiency.
  • If you use your ram attack, you can choose to re-roll your damage on a successful hit, you must keep the second roll. You can use this feature once per round.

Exulted Biker

Beginning at 20th degree, adenine long as you on your bicycle you have advantage on attacks .

Raptor

Chaos Space Marine Raptors are the dedicated rape infantry of the Chaos Space Marine Traitor Legions. Raptors consider themselves to be elect jolt troops similar to the warriors who comprise the Loyalist Space Marine Assault Squads, although they are far more conceited and egoistic .
As Raptors are used to strike at the weakest point in an foe telephone line, this tactical usage has been expanded into an outright philosophy dedicated to the concept of preying on the weak, making them poisonous hunters .
The barbarous terror troops known as Raptors consider themselves the elect of the Heretic Astartes warbands. Their mangle squads epitomise what has become of the Assault Marines of the Traitor Legions .
Though they were once rare and highly valued Imperial troops, the Raptors have fallen to their own pride and crave for ferocity. They now roam the galax as merciless hunters, relishing the fear they cause as they plummet screaming out of the skies .
Within the Space Marine Legions of previous, Jump Pack troops were relatively rare. Horus knew well the value of the surprise attack, and such was his military ace that the arrival of his Assault Marines was the turning target in dozens of critical battles .
They would be held in reserve until the foe exposed a failing in its battle trace, whereupon entire Jump pack companies would plunge into the rub, breaking the enemy ‘s defences wide open with Meltagun, Flamer, Bolt Pistol and chainsword .
possibly it was their habit of preying on lesser warriors that led to the slowly corruption of the rape companies that sided with Horus. Over time, those of their act who ventured into the Eye of Terror grew to love the exhilaration of soaring through the skies a little besides much .
They became addicted to the thrill of looking down upon the warriors beneath them, and as the fundamental Machine Spirits of their jump Packs besides became corrupted, these corrupted warriors melded with their wargear until the might of true flight became theirs .
now there are Raptors whose blood is high-octane fuel that runs through consistency and wargear alike, whose eyesight is thus abrupt they can pick out prey from several Terran miles aloof, or who can strike from above with the force of a meteoroid .
The Chaos-tainted power armor of a Raptor reflects his predatory nature, normally mimicking the appearance of a condemnable bird of prey or swooping Daemon .
Altered Vox-casters bulge from helmet and battle-plate, amplifying the bare-assed hate of their war cries and better enabling their wearers to terrify their enemies into meekness before the concluding strickle .
The Raptors ‘ predilection for sadism and psychological war is a dark reflection of the Assault Marine ‘s traditional character. simple kill is no long adequate .
The Raptors want not alone to tear apart their prey, but to instil terror in them beforehand — they will go to bang-up lengths to see their grovelling prey ‘s face distorted with reverence before the final blow is struck .
Wherever the Raptors prowl, apparitional voices and hideous threats are broadcast into enemy communications networks, the skies are haunted by daemonic faces, and evil shriek echo through the night then that their sleep-deprived prey is driven to the edge of madness .
gratuitous to say, the Night Lords, a Traitor Legion ill-famed for their terror tactics, attract a great many Raptors to their streamer .
Raptors are seen as preen, self-indulgent egotists by many of their brethren, but their unquestionable skill in battle means that Champions of Chaos will gladly enlist them however .
There is no struggle line or garrison that can not be demoralised and subsequently shattered by a backpack of Raptors. only once the raven is at its most vulnerable will the Raptors take their ghastly trophy .
When you choose this Battlefield Roll you gain Proficiency in Acrobatics, Perception, Survival and Dextarity Saves. If you are already adept in any of these you may pick one to have expertness in it .
furthermore you become Proficient with all Thunder Hammer, Power/Chain Fist .

From the Skies

Starting at 3rd floor you gain a rise pack that allows as described in the advance gear part of this reserve .
furthermore you gain a extra d6 to all melee wrong rolls with Jump pack

Advanced Jump pack Tactics

Starting at 7th degree you gain the Truster Evasion and Crushing adequate features below .
Truster Evasion: your natural agility and jump pack lets you dodge out of the way of certain area Effects, such as a Grenade or a Fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you alternatively take no damage if you succeed on the save throw, and merely half wrong if you fail .
Crushing Charge: On a go you have moved more then 40ft with your Jump pack you may make one unarmed melee attack as a bonus military action, you have proficiency with it and it deals 2d10 + Strength bonus, bludgeoning damage. This wrong is increases by 1d10 at levels 11, 15 and 20 .

The Ground Trembles

Starting at 11th level if you jump more than 40ft in the air and make a Crushing charge you cause a small tremor, each animal within 10 foot of you, including the target must make a forte save DC 8 + Proficiency + Strength or be Knocked Prone .

Master Jump pack Tactics

Starting at 15th floor you gain the meteorologic adequate and Lightning hit features below
Destructive Decent: Anyone that is in your tremor will be Knocked if they passed the save and suffer the damage for your Crushing charge if they failed .
Lightning Strike: you have mastered movement with a Jump pack, You gain + 10ft bowel movement and a bonus to all Dex saves and ability checks .

Exulted Raptor

Starting at 20th level you have an aura of end around you empowering Those around you to viciously attack in the name of the Emperor. Each animal Within 30ft of you gain 1D6 excess damage .

Vehicle Crewman

The Traitor Legions who escaped into the Eye of Terror at the end of the Horus Heresy brought their many Rhino APCs with them. The Rhinos used by the forces of Chaos are a concoction of all marks and patterns, such as the Deimos Rhino, Mark Ib, Mark IIb, and the Mark IIc, and have all been modified and outfitted in countless ways, all of which are deemed blasphemous by the Adeptus Mechanicus .
The huge majority of Rhinos in service to the forces of Chaos are of the newer models, as these are both captured from Loyalist Space Marine Chapters or are ceded to Chaos forces when a chapter has turned Renegade. Rhinos captured from the Imperium normally have all of their Imperial iconography and symbols of commitment defaced or removed. many times the crew of the capture vehicle, whether they are alive or dead, will be attached to the hull of the fomite, normally by chains, hooks, and spikes .
The Predator is the main conflict tank for the Heretic Astartes. The Predator is equipped with a turret-mounted Autocannon or Lascannon and two sponson-mounted Heavy Bolters, one on each side. The Predator loses its tape drive capability in order to mount the turret and hold the ammunition or generators for its other weapons .
When you choose this roll you gain Proficiency in acrobatics, Perception, Vehicle Handling and Dextarity saves. If you are already adept in any of these you may pick one to have expertness in it .
furthermore you become Proficient with all the Imperial Vehicle Weapons .

Ancient Vehicles Rhino

When you choose this way at 3rd degree, you are issued from the Vehicle bay a Rhino tank, refer to vehicle descriptions on Pg. ___ of this bible for the rules and profiles for all vehicles .

Rhino Upgrade

Begining at 7th grade, your rhinoceros now has a Havoc catapult mounted to the crown it can be fired by a artilleryman that is entire covered and out of view or it can be fired by the driver with a Black carapace .

Rhino Possesion

At 11th level Your Rhino Tank gains the Demonic Chaos Mutation

Ancient Vehicles Predator

At 15th flush you are issued a Predator tank in replace of your Rhino you may switch wiccan fomite you want anytime you have accses to you vehicle alcove .

Predator Upgrade

Beginning at 20th level, you may upgrade your Predator your gun enclosure to a Twin-linked lanthanum cannon and your side sponsens may have las, cannons, or any combination of your option .

Champion

A supporter of Chaos, besides styled as a Chaos Champion, is an person who has dedicated his or her life to further the induce of a especial patron Chaos God, or Chaos as a hale in the form of Chaos Undivided. He or she is either an extremely mighty warrior, such as a Chaos Space Marine, or a psychic Chaos Sorcerer .
Chaos is attractive for the elementary reason that it offers enormous exponent to those uncoerced to turn away from the abstemious of the Emperor and dedicate themselves in body and soul to the catastrophic Powers .
For many who walk its dark path, it offers the only hope of improvement in a galaxy ruled by an frequently oppressive Human Imperium where opportunities for true happiness and promotion are the prerogatives of only a bantam, privileged minority, and where the lone escape from misprint starvation or persecution by an thoughtless bureaucracy lies in the classless favor of Chaos .
For unlike the imperium of Man and so many of the early servants of Order in the galax, Chaos judges its servants on merit and skill alone and rewards them for their successes or failures harshly, but fairly .
In fact, many of those who serve the Dark Gods would claim that lone Chaos offers true judge to the peoples bound into the corrupt and dying kingdom ruled over by the Corpse Emperor .
When you choose this wheel you gain Proficiency in Intimidation, Performance, Athletics and Strength Saves .
furthermore you become Proficient with all Champions Blade, Combat Shield .

Skilled Warrior

When you choose this path of destruction at 3rd flush, you learn maneuvers that are fueled by special die called superiority cube .
Maneuvers. You learn three maneuvers of your choice. many maneuvers enhance an attack in some way. You can use only one maneuver per approach. You learn two extra maneuvers of your choice at 7th, 10th, and 15th charge. Each time you learn fresh maneuvers, you can besides replace one maneuver you know with a different one. the tilt of maneuvers are on PG. ___ in chapter 5, Rules .
Superiority Dice. You have a number of superiority dice equal to you Proficiency bonus + your Intelligence, which are d8s. A transcendence die is expended when you use it. You regain all of your use superiority dice when you finish a short or farseeing stay .
Saving Throws. Some of your maneuvers require your target to make a write throw to resist the maneuver ‘s effects. The saving throw DC is calculated as follows :
Maneuver save DC = 8 + your proficiency bonus + your forte or Dexterity modifier ( your choice )
At 10th tied, your transcendence die turn into d10s. At 18th degree, they turn into d12s .

Aspiring Champion

At 7th level, you gain the slatwart and the Defender abilities below .
Sentinel: gain the lookout feature .
Defense: As the Champion you are the face of Defense, you can not always be on the discourtesy. You have to be alert as a lookout. You can Dodge as a bonus action .

Champions Wrath

Starting at 10th level, when you enter a Chaos wrath you gain your wrath bonus in extra superiority fail, if theses are not used when your wrath ends they are lost and can not be used .

Exulted Champion

Starting at 15th level you gain the Defiant and unbreakable abilities below .
Defiant: You become a virtual wall. You gain Immunity to all price types with the exceptions of Force and Psychic while you are wearing armor .
Unbreakable: You have a strong consistency and will to dominate, able to withstand effects that might force you to back down. You have advantage in saving throws against being Charmed, Stunned, Dazed and being knocked prone .

Deadly Swordsman

Starting at 18th level, when you roll enterprise and have no superiority die remaining, you gain an come of transcendence cube equal to your Intelligence .

Imperial Guard

The Astra Militarum, besides known as the Imperial Guard in colloquial Low Gothic, is the largest coherent fighting force in the galaxy. They serve as the Imperium of Man ‘s basal combat force and first wrinkle of defense from the ten thousand threats which threaten the universe of the human subspecies in the late 41st millennium. It is comprised of countless billions of men and women — hundreds of thousands of different regiments, supported by a huge array of light and heavy armored vehicles that provide the Guard ‘s primary coil offensive punch. The Astra Militarum are normally the first Imperial force to respond to a threat if a worldly concern ‘s planetary Defence Force ( PDF ) fails to suppress it. They besides garrison major locations of strategic or cultural concern to the Imperium and are much found in defensive roles. Supported by legions of heavy armour and thundering weapon, the Imperial Guard fight a ceaseless war for the survival of Mankind in an relentlessly hostile population .
The Astra Militarum is much referred to as the “ Hammer of the Emperor ” — the diaphanous sum of violence that the Imperial Guard can bring to bear on the enemy is devastating, but is not as aim or arsenic accurate as their Space Marine allies, who are described as the “ Scalpel of the Emperor. ” There is no universal uniform or regimental command hierarchy in the Imperial Guard, although it is compulsory for every regiment to have at least one Commissar to maintain the discipline and morale of the men while watching for any signs of corruption or infect in the ranks. however, it is worth noting that a numeral of worlds copy the undifferentiated used by the regiments of the Cadian Shock Troops, who are viewed as being the most effective of the Imperial Guard ‘s infantry units. The independent tactic of the Imperial Guard is to overwhelm the enemy with their dateless numbers, while at the like time hammer them into submission with lay waste to weapon and crush them with powerful main battle tanks .
The origins of the Astra Militarum date back to the Great Crusade of the recently thirtieth millennium, when the Emperor of Mankind conquered the stars and forged the Imperium of Man. On the front argumentation of this mission of expansion and reclamation were the Space Marine Legions — the Adeptus Astartes — the finest warriors world had ever created, each the adequate of a twelve convention men. Despite their formidable conflict art, the forces of the Space Marines were not illimitable, and the grim demands of building a galactic empire pushed the Legions further apart. Separated by countless thousands of clean years, their presence became ever more disperse and load. The emperor butterfly required more work force to ensure the momentum of the Great Crusade did not falter, and so the imperial Army was created, known in High Gothic as the Imperialis Auxilia .
The Imperial Army was a vital partially of the expedition fleets sent out to claim the stars in the Emperor ‘s name. elephantine numbers of brave troops — millions growing to billions of men, ranks of armored struggle tanks and mighty armadas of capital-class starships — were raised, all subordinate to the Legiones Astartes. At first, the Imperial Army was employed for garrison duties and to mop up resistance in the inflame of the Legions ‘ assaults, use where the back of an enemy was broken and Compliance to the empire required lone a insomniac bearing. finally, surely by the prison term the Crusade reached the eastern Fringe of the galaxy, the Imperial Army was deployed at the forefront of the Crusade, fighting alongside the power-armoured super-soldiers of the Adeptus Astartes. But everything changed when the galax was ripped apart by the treachery of the Warmaster Horus, triggering a cataclysmal interstellar civil war that engulfed the newly founded empire .


In the aftermath of the Horus Heresy, the organizational structure of the forces of the Imperium were revised importantly. To prevent the hypothesis of large-scale rebellion occurring again, the titanic armies of the Imperial forces were divided. The nine remaining loyalist Space Marine Legions were split into Chapters. The imperial Army, as it was, ceased to exist. The link between fleet and army was severed ; never again would ground commanders be given directly operate over interstellar warships. From its ashes were born the Imperial Navy and the Imperial Guard — known formally as the Astra Militarum. The Astra Militarum was reorganised into planetary-sized units known as “ Militarum Regimentos, ” which in turn were divided into smaller regiments. Commissars of the Officio Prefectus were introduced to ensure commitment and discipline. The mutuality of the newly formed Imperial Guard ensured that, should a regiment go against their oaths, they would not be able to spread their perfidy beyond a individual world, and should a Navy fleet mutiny then they would not have the ability to re-supply or deploy earth troops. The Imperium had learnt a irritating lesson from the dark days of the Horus Heresy, one its rulers were determined never to repeat in the ghastly days to come .
Prerequisites To be a Imperial guard you must be a Human Race except for Ogryns May be the Tempestus Scion Occupation .

Level Proficiency Bonus Features
1st +2 Basic Training location
2nd +2 Military target
3rd +2 Military Occupation, Manuver training (1)
4th +2 Ability Score Improvement
5th +3 Extra attack, Soldier Improvment
6th +3 Military Occupation Feature, Improved Training location
7th +3 Well placed
8th +3 Ability Score Improvement
9th +4 Military Occupation Feature, Manuver training (2)
10th +4 Focus fire, Second Military, Soldier Improvment
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Focus fire (2)
14th +5 Military Occupation Feature, Well Placed
15th +5 Soldier Improvment
16th +5 Ability Score Improvement, Focus fire (3)
17th +6 Manuver training (3)
18th +6 Military Occupation Feature
19th +6 Ability Score Improvement
20th +6 Focus fire (4)

Class Feature

As a Imperial defend you gain the follow class features

Hit Points

  • Hit Dice: 1D8 per Imperial guard level
  • Hit points at 1st level: 8 + your constitution modifier.
  • Hit Points at Higher Level: 1D8 (or 5) + your Constitution modifier per Imperial guard level after 1st

Proficencies

  • Armor: Light, Medium
  • Weapons: All simple weapons grenades and all Swords Plus, Las, Stub/auto, Plasma, Melta, and Grenade Weapons
  • Tools: Vox caster
  • Saving Throws: Dexterity, Intelligence
  • Skills:
    Choose 2 skills from, Animal Handling, Athletics, Acrobatics, History, Insight, Intimidation Perception, Stealth, Survival, Technology, Science

Equipment

Imperial Guard Starter kit .

Basic training location

At 1st flush you trained in a peculiarly terrain, you are familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain : arctic, coast, abandon, forest, grassland, batch, swamp, Urban or the Underground. You gain the follow benefits when traveling for an hour or more in your favor terrain :

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Military target

You have gained significant experience perusal, tracking and fighting a certain type of foe normally encountered in the war of world
Choose a type of military target : Greenskin, Astartes, Deamon, Heratic Astartes, Beast, Monsrocity, Aelidari, tyranid, Tau, Monster, troop, elect, fast approach, Headquarters, clayey documentation ,
You gain a +2 bonus to damage rolls with your weapon attacks against your military target, and you have advantage on Wisdom ( Survival ) checks to track your military aim, a good as on intelligence checks to recall information about them .

Military Occupation

At 3rd level, you are assighed a military occupation. Choose either one of the military occupation, all detailed at the end of the class description. Your class grants you features at 3rd level and again at 6th, 9th, 14th, and at 18th grade .

Manuver Training

Starting at 3rd level, your agile think and agility allow you to move and act cursorily. Pick one action from Dash, Disengage, or Hide action. that action entirely uses a bonus action to use from now on. you gain another pluck at levels 9 and 17 .

Ability Score Improvement

When you reach 4th flat, and again at 6th, 8th, 12th, 16th, and 19th level, you can increase one ability seduce of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can ’ t increase an ability seduce above 20 using this feature of speech .

Extra Attack

Beginning at 5th level, you can attack doubly, alternatively of once, whenever you take the Attack action on your turn. The number of attacks increases by when you reach 11th flush and 20th in this class .

Soldier Improvement

At 5th level and again at 10th and 15th level, you can choose to gain one of the come, each can be picked more then once .

  • +5 ft. speed
  • proficiency in one skill, weapon or tool
  • +1 in to any ability Score

Improved training location

By 6th level, you have become an technical in navigating the wilderness. Choose a second privilege terrain. While in your prefer terrain, either the one you already had or the one you gain from this feature, you gain the follow benefits :

  • You ignore difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

Well place

At 7th level, ranged attacks you make critically hit on a 19 or 20 and deal an extra damage Die when they do. At 14th charge, ranged attacks can now critically strike on a 18 and deal an extra 2 price die .

Second Military target

By 10th level, you have become accustomed to fighting deadlier enemy. You gain a moment privilege enemy. Your bonus to damage against all your favor enemies increases to +4, and you gain one extra terminology, ideally one spoken by your second favored enemy or creatures normally associated with it. additionally, you have advantage on saving throws against effects and abilities used by your favor enemies, including spells .

Focus Fire

Starting at 10th horizontal surface, when you hit an enemy with a rate attack, you gain a +1 to hit on all subsequent attacks against that foe, stacking up to 3 times .
This can stack this an extra turn at levels 13, 16 and 19 .

Military Ocupations

Officer

An Imperial Guard Oficer is an imperial Guardsman who has come up through the rank-and-file to obtain a place of control within the Guard ‘s strictly regimented hierarchy. These truthful leaders of men and women are not recruited or designated. They are rather created by circumstance, indelible spirits tempered by passing and asperity upon the fields of war. The presence of a beloved regimental drawing card at the vanguard can mean the difference between a unit standing firm or collapsing, the troopers fighting to emulate him or just to protect him from the enemy ‘s attentions. The downside is that, should such an exemplar descend, a regiment ‘s morale might be drastically affected. For this reason, the regiment ‘s control officers must balance the need to take advantage of the leadership human body ‘s abilities with the risks of that person being murder. Often, such unanticipated leaders as are much a spine in the sides of ranking officers as utilitarian tools of war in and of themselves. Some of these individuals resent the attention they receive from their comrades and their superiors, preferring to continue their duties unnoticed, though others give themselves over to the character fortune casts them in and go on to become legends that generations of recruits will admire .
Given the ubiquity of dispute in the galax of the late 41st millennium, it is possibly inevitable that leaders rise from the teeming masses, individuals apparently blessed by the Emperor or the gods of war who are able to perform the most valiant of deeds and earn the most incredible of victories. These heroes are men and women drawn from the ranks who find themselves standing at the identical epicenter of war. On the actions of such individuals entire battles frequently turn and they inescapably become beloved totems of everything their regiment and its homeworld harbor dearly. Some of these natural commanders remain known lone to their immediate comrades, restfully performing their duties to the Emperor and directing their squads to win victory after victory without any sign of seeking glory. such warriors earn and receive the abiding respect, tied awe, of those they serve aboard but reject any plaudits they might be offered. such men and women seek lone to serve Mankind and many are driven by a deep-rooted want to protect their fellows from the horrors of war, giving sound advice and instructions to their peers .
Others are bitter and taciturn and fight because they know of no other direction of life. These commanders are often wholly ignorant or apathetic of the fact that their name is known across entire warzones and spoken of by the Lord Marshals of entire Imperial political campaign. The names and images of some such paragons are used in Imperial propaganda, sometimes without their cognition or accept, and reproduced dozens of feet
high accompanied by slogans extolling the masses to emulate this clamber exemplar. constantly, the persona propagated in this manner is about entirely false, idealised to such a degree that few would recognise the calculate if they had met him in person. even, there are
those who attain this status who can truly command the deference of those troops around them, living up to their own caption for inspirational leadership in spirit and act .
When you choose this occupation you gain Proficiency in Intimidation, Persuasion, Deception and Charisma saves .
furthermore you become Proficient with the come weapons Mortal Power fist and Mortal Lightning Claw .

Junior Officer

When you choose this way at 3rd grade, you can give orders to bolster and impower your allies. You besides gain the insperational Leader Feature as noted in the Features section of this book .
An order last a issue of rounds equal to your Charisma bonus .
Orders As an action you may use one of the orders below. The ordering stopping point for a total of rounds peer to your Charisma Bonus. You have a count of orders peer to your Proficiency bonus + Charisma modifier ( a minimum of one ). You regain any use uses when you finish a long rest .
You have a 10ft orders range. This increases by 5ft at levels 7, 11, 15 and 20 to a soap of 40ft .
Battle cry: You call out to all allied creatures within command range of you. turning there eye toward the foe, creatures in range hand addition damage on all attacks and spells adequate to your Charisma .
Take Aim: You call out to all allied creatures within command range of you. Making them gain a bonus on all attacks rolls and spells that require an attack roll out, peer to your charisma Bonus .
Hold the line: You speak out words of courage to all allied creatures within command stove, allowing them to hold at all cost. creatures gain a bonus to AC peer to your Charisma modifier provided they did not move more than 10ft during its change state .
Fix Bayonets: You call out to all allied creatures within orders range, encouraging them to charge into the crusade. Creatures within orders range gain the adopt effects until the end of there following become, + 10ft bowel movement, you may use the dash action as a bonus action. Make one extra melee attack as a part of an attack action provided you used the dash legal action this turn .
Harden Resolve: You call out to all allied creatures within orders range, encouraging them to stay in the competitiveness. Creatures within orders don, t need to take moral test .
First rank fire second rank fire You call out to all allied creatures within orders range, rallying them to fire deoxyadenosine monophosphate fast as they can, they may make one excess ranged attack when they use the attack action provided it was a range attack .

Command Squad

By 6th grade, you are issued a command team which consists of a number of NPC ‘s equal to half your Charisma changer rounded up this increases to you solid charisma Bonus at level 14, The squad may have 1 Medic, 1 voxman, 1 Standard Bearer, 1 veteran and any phone number of guardsman. Use the profiles in the NPC minions section of this record for the Stats. If a command team penis dies you can procure a new extremity within an total of time determined by the DM. On each of the your turns you can command the NPCs with verbal ( no action required ) or hand and arm signals ( Bonus Action required ). if you do you decide what action the NPC will take and where it will move during its sour, or they can issue a general command, such as to guard a especial bedroom or corridor. If they issue no commands, the Npc only defends itself against hostile creatures or its controllers military target. once given an order, the NPC continues to follow it until its undertaking is complete. the creature uses your Proficiency bonus when determining attacks and Skills .

Senior officer

At 9th flat, you may now use the rally, Hardened Resolve and bring it down orders .
Rally: You can speak out words of encouragement to all allied creatures within control range. They gain irregular hit points adequate to your your inhalation die + your Charisma modifier ( minimal 1 ) .
Hardened Resolve: As an action you tell you allies to toughen up, When an allie within instruction crop fails an ability saving throw, you can choose rhenium roll it alternatively .
Bring it down: As an legal action, you can individual out one aim in occupation of sight of you. Until the depart of your adjacent flex, that target has disadvantage on all saving throws against all allied creatures within your instruction rate of you and all allies have advantage on attacks against the target of bring it down .

Commissar

At 14th grade you gain a commissar to help you in you with your Command team, use the stats below for the commisar. the venereal disease not count as one of you command Squad when determining how many members you can have in your cammand squad .

Commissar

average, Imperial

  • Armor Class 15
  • Hit Points 7 x your level
  • Speed 30ft.
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 13 (+1) 15 (+2) 12 (+1)
  • Saves Wisdom +5 Charisma +4
  • Skills Athletics +4, Perception +5, Survival +3
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities Frightened, Routed
  • Senses Passive Perception 15
  • Languages Gothic

Sword Training: you may make 2 Power sword attacks .
Summery Execution: All Guardsman, medics vox homo, Standard Bearer, Veterans in your instruction team gain advantage on all wisdom Saving throws. If a Guardsman, medics and voice becomes Frightened or Routed he is executed by the commissar but the respite of the control Squad are immune to the frightened and Routed condition for 72 hours .

Actions

Mortal Bolt pistol. ranged Weapon Attack :, 3 + Owners Proficiency to hit, Use Mortal bolt pistol stats .
Power Sword. Melee Weapon Attack :, 3 + Owners Proficiency to hit, Use exponent Sword stats .
Frag grenade (Rechage 5-6). 4 + Owners Proficiency to hit, Use Military grade Frag stats

Regimental Commander

At 18th horizontal surface all Guardsman your command team may now be Veterans .
furthermore once per day, you may make an ordering last for until you use another ordering or you complete a long rest. you regain the use of this feature when you complete a long rest .

Medic

Imperial Guard Medics are soldiers of the Imperial Guard who have been specially trained in combat medicine and are responsible for providing first response and front line medical care to their fellow Guardsmen on the battlefield. They are trained as fight medics, fighting chirurgeons equally at home with a medi-kit as they are with a Lasgun. In conflict, they stand shoulder-to-shoulder with their squad-mates, fighting with equal skill and ardor, and all the while patch, dosing, or administering the God-Emperor ‘s Mercy to their brothers-in-arms .
When a regiment of Guardsmen is first tithed from a worldly concern, they have no idea of what to expect. They could travel to any of millions of planets, or face any of millions of enemies, but the one thing that they can all be sure of is that they will see fight, and that many, if not all, of them will die to ensure that the Imperium endures. It is for that reason that many Guardsmen are trained in field music, not plainly just to treat injuries and save wounded members of their squad, but to help alleviate the worries of many newfangled recruits ; with a Guardsman trained in music at their back, they feel safe from the inevitable death that awaits them on the battlefield .
The main remainder between a Medic and a Field Chirurgeon in the Imperial Guard is typically the concenter of expertness, though the two are barely mutually exclusive. Most Medics aim to promote the long-run convalescence of their patients, but for a Field Chirurgeon, the proper time and equipment for such operations are frequently unavailable .

Going by many different names across the varying regiments of the Imperial Guard, Medics are put in bang of all checkup gear and supplies sent to their police squad by the Departmento Munitorum. Whether they receive elementary bandages to wrap around las-wounds, or sophisticate combat-drugs and surgery kits, Medics are the ones who are entrusted with using this equipment to keep their team healthy and prepared for fight. many battle patrols, operating behind enemy lines for months, have stayed alive entirely due to the checkup expertness of one of their squad-mates .
When you choose this occupation you gain Proficiency in Medicine, Alchemy tools, Herbalism kit and Wisdom Saves .
furthermore you become Proficient with all Spacial ranged Weapons .

Field Chirurgeon

Begining a 3rd level you get a Trauma Bag, The trauma bag has 2 parts this first is an Medi-pak with 10 uses, the irregular part is Truma Kit with 5 uses and you gain the patch You Up ability below .
Patch You Up: As an natural process you may expend one use of the Truma Kit and Roll a Wisdom ( Medicine ) check DC. 15 if passed regenerate 1D10 + your Wisdom modifier hit points if test is failed only half is gained. This increases to 2D10 at 10th floor and 3D10 at 20th horizontal surface. The animal can ’ t recover hit points from this feature of speech again until it finishes a short or long remainder .
furthermore you gain the Medic feature as described in the Homebrew features incision of this book

Rgimental Medical Supply

Beginning at 6th flush, your truma bag gains a third gear separate that may hold 10 uses of your choice of the downstairs Regimental Medical issue, You regain all aesculapian supplies after you preform a hanker rest and have accses to supply lines so you can acquire more meds and bandages. A Medic may use a Hospitilars, Hospital as a supply detail, and you may draw from and deposit Regimental medical supply from its Cache

  • Anti Toxin: for the next 24 hours gain advantage on all Checks made to resist diseise or poisons and gain resistance against pison damage. Each pick of this has 2 uses.
  • Narco stim: As a bonus action a Narco Stim may be given to a creature within 5 ft or taken. Narco stims heals the target 6D6 Hit points, after narco stim is given and hit points are added to the target the target must make a constitution save DC equal to the amount of hit points replenished, if the test is passed nothing happens, if the test is failed the target is unconscious taking a new test each round until the test is passed with the DC being divided in half each time. If Narco stims are taken 2 or more times within 24 hours addiction may occur.
  • Narco tabs: as a bonus action narcotics may be taken or given to regain 4D6 Hit points. If Narco tabs are taken 3 or more times within 24 hours addiction may occur.
  • Healing Stim: As a bonus action this stim may be taken or given to heals 3D4 hit points.
  • Restorative Fluids: Using a Restorative Fluid takes 1 minute to prep and up to 5 minutes to administer, the target regains 1 Hit point every round.
  • Liquid skin patch As a action apply one use of this patch to heal 1D6+4 hit points. Each pick of this has 2 uses.
  • Jump Stim as an action use this on a creature that has been reduced to 0 Hit pionts within the last minute. that creature imediatly regains 6D4 Hit points. this may only be used once every day or the target must make a constitution save DC equal to the Hit points gained if the test is passed nothing happens, if the test is failed the target is unconcious but stable for 10 rounds then the test may be retaken each round until passed. Furthermore each time this is used on a creature that creature gains 2 points of exaustsion 1 minute after administration.
  • Adrenalin stim: as a bonus action one creature within 5 ft gains the effects of the haste spell for 1D4 rounds.

Field Experience

Beginning at 9th, Any time you heal a target using a medi-pak, Trama Bag or regimental checkup add, you may add your wisdom of solomon bonus to the come healed. You may besides use the dash military action as a bonus action if you use your action to heal a target during the like turn .

Regimental Medic

Beginning at 14th, Gain Expertise in wisdom ( Medicine ) checks and a playing field surgeons Bag, airfield surgeons bag Has 3 parts the first is an medi-pak with 15 uses, the second contribution is a Trama Bag with 10 uses and the third gear contribution holds up to 20 regimental aesculapian supply. Furthermore you have easier acsses to regimental equipment and supply aviliiable .

Seasoned Medic

Beginning at 18th Double any and all die rolls made for any curative feature or item used by you .

Tempestus Scions

Tempestus Scions ( sing. Tempestus Scion ), or as they are known in Low Gothic, Storm Troopers, are the elite special forces units of the Astra Militarum and the Inquisition, but formally belong to a subdivision of the Adeptus Administratum known as the Militarum Tempestus. Trained from their youth by the Schola Progenium in the arts of war, Storm Troopers are, possibly, the finest soldiers ever to serve in the Imperial Guard. Armed with their trademark Hot-shot Lasguns and Hellpistols, these soldiers take combat to the heart of the enemy with blinding accelerate and deadly preciseness. Their accuracy is aided by their highly-protective Carapace Armour ‘s integrate and distinctive Omnishield Helm targeting organization .

Equipped with the finest weapons and wargear in the Departmento Munitorum ‘s arsenal, Tempestus Scions are trained to carry out missions beyond the capabilities of the rank-and-file Guardsman. Deep strike assaults, reconnaissance, percolation, sabotage, and airborne or orbital interpolation are merely a few of the particular operations missions with which Tempestus Scions and their equivalents in the Astra Militarum are regularly tasked. They are the very best that the Imperial Guard has to offer, each man a perfective specimen of health and moral purity, forged by know and educate, not into a childlike soldier, but into a one-man assail police squad .
When you choose this occupation you gain Proficiency in Intimidation, Survival, Athletics and Strength saves .
furthermore you become Proficient with all Power weapons .

Warriors Heart

Starting at 3rd level, You are able to recognize fleeting weaknesses in your enemies ’ defenses. once per use of this feature, you can give yourself advantage on a one attack roll. You have a count of uses of this feature peer to half your wisdom modifier ( rounded up ). All use uses are regained after a unretentive or long rest. At 13th floor in this class gets Improved Warriors Heart increasing the total number of uses adequate to your unharmed Wisdom modifier per short or long rest .

Veterans Traits

At 6th level, you gain the the pursue abilities .
Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your imperial legionnaire flush. once you use this feature, you must finish a curtly or long Rest before you can use it again .
Indomitable: you can reroll a saving throw that you fail. If you do so, you must use the new wheel. once you use this feature, you must finish a long Rest before you can use it again .
Action surge: you can push yourself beyond your normal limits for a here and now. On Your Turn, you can take one extra action on top of your regular military action and a possible Bonus Action. once you use this feature of speech, you must finish a short or long Rest before you can use it again .

Veteans Endurance

At 9th level, you gain one extra use of indomitable ability

Veterans Action

At 14th tied, you gain the Extra Attack ( 3 ) feature and one extra manipulation of the Action billow ability .

Veteran Guard

At 18th grade you may use the indomitable ability 3 times between rests and you get one excess function of either, natural process billow or second wind per short perch or long rest .

Sharpshooter

A Sharpshooter, besides referred to as a Marksman, Sniper, Hawkeye, Scope, Reaper, and dozens of other terms both official and informal, are specialist troopers of the Astra Militarum who possess deadly skills that enable them to kill the enemies of the God-Emperor from afar. These men and women are experts with unmarried dart weapons. such troopers are broadly identified during basic train, but just ampere frequently are singled out during operations as their natural talents become obvious. Having been identified as an especial shot, the cavalryman is labelled as his unit ‘s best inject and while he continues to perform the like combat duties he did ahead, he takes on an extra and highly specialize responsibility .
In battle, the Sharpshooter operates as separate of his squad or platoon, serving as a line trooper according to the specific doctrines of his regiment. In many cases the presence of a Sharpshooter in a whole is not at all obvious, specially where the appointment is an informal one. In early cases the sharpshooter might wear some form of badge or other insignia, though generally in such a manner that enemy snipers can not pick him out from his peers. The only other outbound hint that the cavalryman has these skills is probably to be the weapon he carries. The troopers who possess these particular and deadly skills much carry specialised target equipment. normally, this includes a potent oscilloscope mounted on a main weapon, but sometimes takes the shape of helmet-mounted sighting devices or even permanently grafted-on cybernetic augmentations. In those regiments with stopping point ties to the Adeptus Mechanicus, a sharpshooter might have received extensive Augmetics and tactical nervous implants, all make to maximise the native talent he already has for accurate fuel .
The expertness that sharpshooters hold is hardly limited to their conventional weapons, however. While their talents frequently manifest themselves through the function of the Lasgun to engage targets excessively far aloof for most troopers to hit, they normally extend to other weapon systems as well. While every Sharpshooter has his favorite weapon, all are well able to use a broad crop of unlike systems, from Missile Launchers to Sniper Rifles. Regardless of the weapon being used, the Sharpshooter displays a lament ability to locate an enemy, draw a bead on him, and to unleash the stamp out round at the most opportune moment. The Sharpshooter is a victor of the doctrine of “ one nip, one kill ” and can be relied upon to send a single round, dash or blast towards the center of an enemy where hundreds, even thousands of rapid arouse weapons have missed their commemorate. When confronted with such a foe, any unit commander worth his commission knows which of his troopers is well suited to fire the shot that might very well turn the battle that wins the war that defeats the enemy once and for all .
When you choose this occupation you gain Proficiency in Stealth, Survival, Perception and Dextarity save .
furthermore you become Proficient with all power .

Pin point Shot

Starting at 3rd level, you are at your deadliest when you get the cliff on your enemies. You have advantage on Ranged assail rolls against any animal that has n’t taken a turn in the fight so far. In addition, any reach you score with Ranged weapons against a creature that is surprised is a critical hit .
furthermore, you gain the Sneak attack feature of speech, see home brew features in this book .

Leathal Shot

At 6th flat, gain the Leathal Shot ability, you may use this or your sneak attack feature of speech not both .
Leathal Shot: you know how to strike with deadly preciseness at range to exploit a foe ‘s distraction. once per turn, you can deal an extra 4d6 damage to one animal you hit with a Ranged Attack if you have advantage on the Attack cast. The Attack must use a Finesse or a range weapon .
You do n’t need advantage on the Attack roll if another foe of the prey is within 5 feet of it, that enemy is n’t Incapacitated, and you do n’t have disadvantage on the Attack bankroll .
At 10th level, the Leathal shoot wrong is increases to 6D6, 8D6 at level 14, 10D6 at level 18 .

Evasive

At 9th level you get Envasion and eldritch dodge ability as described below .
Evasion: You can agilely dodge out of the way of certain area Effects, such as a crimson draco ‘s fiery hint or an ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you alternatively take no damage if you succeed on the rescue throw, and only one-half damage if you fail .
Uncanny Dodge: When an attacker that you can see hits you with an Attack, you can use your reaction to halve the attack ‘s wrong against you .

Head Shot

Starting at 14th level, you become a overlord of moment death. When you attack and hit a creature with a roll attack that is surprised, it must make a Constitution redemptive bewilder ( DC 8 + your Dexterity modifier + your proficiency bonus ). On a fail save, double the wrong of your fire against the creature .

Elusive

Beginning at 18th horizontal surface, you are so evasive that attackers rarely gain the upper berth hired hand against you. No Attack paradiddle has advantage against you while you are n’t Incapacitated .

Heavy Weapons Team

A Heavy Weapons Team is a small unit of the Astra Militarum that is outfitted with heavy weapons intended to provide close or clayey fire support to standard Imperial Guard infantry .
Though much of an infantry regiment is made up of rank-and-file guardsmen, those soldiers with an affinity for bulky and more complicated weaponry are often gathered together within a dedicated Heavy Weapons Company .
This allows an Astra Militarum infantry regiment to bring devastating weaponry to bear without relying on the armored crusade vehicles from other divisions of their Militarum Regimentum .
Those who serve in a Heavy Weapons Company have but one, straightforward function — to obliterate any enemies who can not be overwhelmed by mass las-fire .
When you choose this occupation you gain Proficiency in Athletics, Survival, Intimidation Constitution save and Heavy Weapons .
furthermore you become Proficient with all AllHeavy Weapons .

Weapon Team

Beginning at 3rd charge, you are issued from the Armory a Mortar, Heavy bolter, Rocket Launcher, Auto cannon or la cannon and an Assistant artilleryman. The Assistant is given to you to help with the load of the weapon and the frame-up of the weapon system, vitamin a well as the Reloading of the weapon system in Combat. Ammunition allotment are seen below. see the Minions section of this bible for the stats
On each of the your turns you can command the NPCs with variable ( no natural process required ) or hand and weapon signals ( Bonus Action required ). if you do you decide what action the NPC will take and where it will move during its twist, or they can issue a general command ,
such as to guard a particular chamber or corridor. If they issue no commands, the Npc only defends itself against hostile creatures or its controllers military target. once given an order, the NPC continues to follow it until its undertaking is complete. If a Assistant Gunner dies or you run out of ammunition you can procure a new member within an amount of fourth dimension determined by the DM .

Advanced Training

At 6th floor, you gain one sport from below of your choice. At level 14 you gain one more .
Beating Zone: when you are using a Heavy bolter or an Auto cannon you may treat it as having the Automatic weapon property double .
Big Game Hunter: When you are using a Las cannon or Rocket catapult, When you roll damage for a Issued weapon and roll the highest numeral potential on any of the dice, roll + 1 Damage dice for each cube you rolled the highest on. this includes the dice rolled from this ability .
Fire for Effect: When you are using a Mortar, you have advantage with the spread die when deviating the Mortar .

Veteran Gunner

Starting at 9th level you may now be issued a Lascannon .
furthermore At 9th degree you may nowadays take a second Assistant artilleryman .

Veteran Gunner

Begining at 14th level you may re-roll a missfire when firing an issued weapon. you may use this a number of times equal to half your Intelligence Modifier ( rounded down to a minimum of 1 ), you may not re-roll the same die. You regain the use of this after you complete a long stay .
At level 18 you may now use this feature a number of fourth dimension adequate to your whole intelligence changer .

Deadly Gunner

Beginning at 18th tied, you Know all of the Advanced Training Features .

Primaris Psyker

A Primaris Psyker is a herculean Human Sanctioned Psyker who plays an appointed character as a handmaid of the Imperium of Man, for they possess the self-control to amply control their abilities and not become a risk to others .
These rare and extraordinary individuals serve in the regiments of the Astra Militarum and among the ranks of the Inquisition and wield the destructive office of the Warp as a weapon to smite the enemies of the Emperor .
With a single think they can conjure forth lightning that leaps from their hands and surrounds their body. With but a gesture, the psyker hurls these bolts of aether-energy at their opponents, burning the foes ‘ synapses and searing their flesh from their bones .
mysterious and aloof, Primaris Psykers, besides known as “ primary-psykers, ” “ battle-psykers ” or “ psyker-lords ” among the servants of the Emperor, are treated with a concoction of awe and concern, but most of all, misgiving by the superstitious soldiers of the Imperial Guard, with whom they often serve .
Though their presence is absolutely abhorrent to all right-thinking Imperial servants, their ability to combat the blasphemous magicks of the xenos and Heretics normally outweighs the natural repugnance all their comrades feel at the inclusion of psykers in the ranks of the Imperial Guard .
A Primaris Psyker is typically attached to a high-level Astra Militarum policeman who can direct the psyker ‘s powers as the situation necessitates, providing psychic defend to the troopers on the front line. A battle-psyker marches to war in a consistent daub with wards and sigils of office. A Primaris Psyker carries a force Staff made of rare woods and precious metals that can channel the psychic energy of the wielder .
A psyker can focus his portentous mental lastingness through such a psycho-reactive staff, transforming it into a searing weapon that glows with a barely contained, nonnatural power capable of cutting through reinforced ceramite and ripping the life effect from those it strikes .
Of all the psykers judged under the uncompromising gaze of the Inquisition, only those whose mental fortitude is capital enough have the merest gleam of hope of becoming a Primaris Psyker in the Astra Militarum. Battle-psykers are by no means the most knock-down of their kind, but tied therefore, they walk a fine line between overhaul to the Emperor and endless damnation .
Every time they unleash their powers they risk predation from the denizens of the Warp — Daemonic entities swarm to their bright psyker-soul like moths to a flame. several fail-safes are consequently built into a psyker ‘s wargear. building complex micro-circuitry and neuro-active wire are connected to psychically-attuned crystals embedded in a psyker ‘s hood or collar, designed to bleed away excess Warp energy .
such precautions are not limited to the psyker ‘s wargear alone and most have undergo cranial surgeries to implant neural inhibitors that limit the danger of Daemonic self-control — however, such devices tend to blunt the psyker ‘s congenital might as well .
When combined with a life of training a Primaris Psyker has a reasonable find of avoiding mighty psychic enemies and resisting Daemonic influences. For those who prove to be excessively weak, however, there is always the final examination precaution, in the shape of the smoke gag of a Commissar ‘s Bolt Pistol .
When you choose this occupation you gain Proficiency in Insight, Warp/Arcana, Perception and Intelligence saves .
furthermore you become Proficient with all Force weapons .

Primaris Psyker powers
Level Warp charges Cantrips Known Tomb Pages 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
3rd 2 2 5 2
4th 3 2 6 3
5th 4 2 8 3 1
6th 5 2 11 3 2
7th 6 2 15 3 2 1
8th 7 3 21 3 2 2
9th 8 3 28 3 2 2 1
10th 9 3 36 3 2 2 2
11th 10 3 45 3 2 2 2 1
12th 11 4 55 3 2 2 2 1
13th 12 4 56 3 2 2 2 1 1
14th 13 4 58 3 2 2 2 1 1
15th 14 4 60 3 3 2 2 1 1 1
16th 15 4 64 3 3 2 2 1 1 1
17th 16 4 69 4 3 3 2 1 1 1 1
18th 17 4 75 4 4 3 3 2 1 1 1
19th 18 4 82 4 4 4 3 3 1 1 1 1
20th 20 4 90 4 4 4 4 3 2 1 1 1

Psyker

When you reach 3rd level, you gain the ability to cast psychic powers, this acts the lapp as casting a spell. See chapter 10 in the PHB for the general rules of spellcasting. but with a few modifiacations as Seen on PG. ___ Using psychic Powers .

Scolastica Psykana

Primaris Psykers focus on a limited act of Basic Disciplines equal to your Intelligence modifier, from the following Telepathy, Telekinesis, Electromancy, Divination, Biomancy and Conjuation

Cantrips

You learn 2 cantrips of your choice from the psychic disciplines your allowed. You learn extra cantrips as you level, see cantrips column of the Inquisitor. Cantrips may be cast without having your spell grave and do not use any pages within it .

Power Slots.

The Primaris Psyker powers board shows how many exponent slots you have to cast your spells in your spell grave of 1st degree and higher. To cast one of these powers, you must expend a slot of the spell ’ s grade or higher. You regain all expended spell slots when you finish a retentive rest. For
exemplar, if you know the 1st-level might, shield and have a 1st-level and a 2nd-level spell slot available, you can cast carapace using either slot .
Spell Tomb: As you level your Spell grave gets more filled out through you constant study. A spell grave has an amout of pages as listed in the Spell grave pages. Each spell in the grave uses an come of pages equal to the spell level. You may add spells to your grave by spending an total of Hours equal to the spells level writing it into your grave, provided you have adequate blank pages and another writing of the script. You may not inscribe powers more then one level greater then the highest spell floor you can cast .
Spellcasting Ability Intelligence is your spellcasting ability for your spells, since you learn your spells through sketch and memorization. You use your intelligence whenever a spell refers to your spellcasting ability. In addition, you use your intelligence changer when setting the saving throw DC for a spell you cast and when making an fire roll with one .
Spell save DC = 8 + your proficiency bonus + your intelligence modifier
Spell attack modifier = your proficiency bonus + your intelligence modifier

Smite

At 3rd level You gain the Eldrich blast cantrip. This enchantment does not count toward you spells known and does not requirer you to wright it into a Spell grave .

Warp Charges

At 3rd level, your deep understanding and advanced studies of the warp allow you to manipulate the warp in different ways. This is represented by warp charges, which allow you to create a variety show of different Effects. You have 2 deflection charges, and you gain one extra indicate every prison term you level up, to a maximal of 20 at level 20. You can never have more warp charges than shown on the table for your grade. You regain all spend Warp charges when you finish a long Rest .

Warp Conversion

You can use your falsify charges to gain extra Spell Slots, or sacrifice Spell Slots to gain extra falsify charges. You learn other ways to use your heave charges as you reach higher levels .
Creating Spell Slots. You can transform unspent falsify charges into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a retentive Rest. The Creating Spell Slots postpone shows the cost of creating a spell slot of a given floor. You can create Spell Slots no higher in charge than 5th .

Creating Spell Slot
Spell slot level Warp charge cost
1st 2
2nd 3
3rd 5
4th 6
5th 8
6th 9
7th 11
8th 12
9th 14

Converting a Spell Slot to warp charges. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of warp charges equal to the slot ‘s level .

Warp Manipulation

At 3rd floor, you gain the ability to manipulate your powers to adapt to a situation. You gain two Warp Manipulations options of your choice as described in chapter 4, under the Warp manipulation part of this book .. You gain another one at 6th, 9th, 14th and at charge 18 you know all of them .

Psychic Interference

Starting at 6th degree, you can use your reaction and your mastery over your take care slow down or redirects an fire. When you are hit from a range or thrown weapon. You may use this reaction, the price you take from the weapon attack is reduced by 1D10 + your Intelligence changer + your Astartes Warrior floor .
If you reduce the damage to 0, you can attempt to redirect the approach to any creature within 30/60ft. Make a range spell attack against the fresh target. On a hit, the target takes damage equal to the sum of wrong that was negated plus your news modifier .
You have a limited number of charges on the second part of this ability, equal to half your Intelligence modifier ( rounded up ). All spend uses recharge after you have taken a long stay. At 15th level you may use this a number of times adequate to your intelligence mod per long respite .

Astropath

Beginning at 9th level, you may use the air spell at will, though the percentage of failure may increase with inteferance like heave storms or the trace cast by Tyranids .

Psychic Defense

At 14th charge, you have further strengthened your mind. When you or a friendly target within 15ft radius of you are the target of a weapon attack, you can use your reaction to engage your mind defensively and attempt to deflect the strike. Roll 1D6 and add the result to your AC until the begin of your adjacent turn, the triggering approach is besides capable to this increase in AC. You can use this ability a number times equal to half your Intelligence modifier ( rounded up ), you regain all expended uses after a short-circuit or long rest. At 16th horizontal surface the radius of this ability is 30ft

Master of the Warp

At 18th level, your cognition is huge. You gain 20 extra Warp charges per long rest .

Tanker

At lower ranks a oil tanker pilots a chimera, The Chimera is the standard armoured personnel carrier ( APC ) of the Imperial Guard. It can carry a diverseness of heavy weapons in its gunman turret, such as Heavy Bolters, Heavy Flamers and Multilasers. other weapons, such as Autocannons can be mounted using extra modifications. The Chimera besides mounts a hull-mounted Heavy Bolter or Heavy Flamer. The vehicle besides has six hull-mounted lasguns on its side sponsons that can be fired from the passenger compartment, allowing the units inside to engage the enemy without foremost disembarking from the fomite. As an APC, the vehicle is adequate to of carrying up to 13 Guardsmen including Driver, artilleryman and air force officer, although some troop types such as Space Marine Terminators and Ogryns take up doubling the outer space of a standard human soldier. The Chimera has amphibious capabilities, allowing it to take separate in naval assaults. the standard pattern Chimera with a Hunter-Killer Missile Launcher mounted on the turret in addition to the Multilaser. The Chimera chassis is the basis for many other imperial vehicles, including the Basilisk, the Hydra, and the Hellhound .

as a oil tanker climes in rank he will be appointed a leman rus tank. The Leman Russ struggle tank is the most normally found cooler in Imperial Guard regiments. It is a dim-witted plan and one that has stood the test of time. Its versatility and relative still of construction make it the tank most often requested by imperial officers to be attached to their infantry formations .
The Leman Russ has thick armour to the front man and relatively dense armor on its flanks, however it has quite watery rear armor. It is relatively maneuverable, but due to no visible suspension arrangement the ride is assumed to be relatively grating. The tank is renowned for its loud engine, and the fomite is crewed by 5 or 6 people consisting of a Commander, a Primary Gunner, sponson Gunners and a Driver. The crowd compartment is quite cramped, and is considered uncomfortable, claustrophobic and forte .
When you choose this axial rotation you gain Proficiency in acrobatics, Perception, Vehicle Handling and Dextarity saves. If you are already adept in any of these you may pick one to have expertness in it .
furthermore you become Proficient with all the Imperial Guard Vehicle Weapons .

Chimera Issue and crew

When you choose this path at 3rd level, you are issued from the Vehicle bay a Chimera tank, your chimera may have a Auto carom or a Multi laser. Refer to fomite descriptions on Pg. ___ of this script for the rules and profiles for all vehicles .
furthermore you gain A Crew of Guardsman adequate in number to Half your Charisma bonus ( rounded up ). At level 9 this becomes equal to you Whole Charisma Bonus. Refer to the Guard Officer for Guardsmans Stats and rules for there practice .

Chimera Upgrade

Beginning at 6th level, you are issued a Gryphonne practice Chimera in replace of your Gryphonne form Chimera turret may have a Twin big Bolter, Las cannon. You may switch out vehicles whenever you have acsess to your vehicle bay .

Assault tank Issue

At 9th level, you are issued your clean of a Hellhound, Devildog or Banewolf pattern Chimera in replace of You may switch out vehicles whenever you have acsess to your vehicle true laurel. Refer to vehicle descriptions on Pg. ___ of this book for the rules and profiles for all vehicles .

Leman Russ Issue

At 14th tied you are issued a leman rus tank in replace of your chimera you may switch hex vehicle you want anytime you have accses to you fomite bay. Refer to fomite descriptions on Pg. ___ of this book for the rules and profiles for all vehicles .

Leman Russ Upgrade

Beginning at 18th level, you may upgrade your Leman Russ to any leman rus blueprint or any jazz band of weapons you choose .

Sentinel Pilot

The Sentinel is a one-man, all-terrain, lightweight, bipedal combat walker that is used by the versatile regiments of the Astra Militarum. The Sentinel is most privilege when Imperial Guard patrols must move across rough terrain that would completely immobilise heavier vehicles. Sentinels achieve a perfect balance of robustness and mobility, able to negotiate terrain that would immobilise heavier conflict tanks and armored vehicles whilst distillery able to face down fire that would shred ranks of infantry .
Some Sentinels, appropriately called Armoured Sentinels, may possess better cockpit armour-plating than the norm and are fitted with stabilisers to let them carry heavier weaponry. This transforms the Sentinel ‘s function in an Imperial Guard regiment from one of armed reconnaissance and lightly infantry fuel support to one of full-on anti-armour or even artillery digest .
When you choose this axial rotation you gain Proficiency in Althletics, Perception, Vehical Handeling and Dextarity saves .
furthermore you become Proficient with all the Imperial guard Vehicles .

Sentinel and Basic walker Training

When you choose this path at 3rd level, you are issued from the Vehicle bay a lookout lookout with a hunter killer whale and your blame of a autocannon or a missile luncher, refer to vehicle descriptions on Pg. ___ of this book for the rules and profiles for all vehicles .
Furthermore gain the keep up benefits when you are piloting a walker .

  • when piloting your walker you do not suffer disadvantage when you fire ranged weapons in close combat as long as your not firing at a target that your engaged with.
  • you have advantage on saving throws made to avoid falling Prone or being restrained.

Advanced Walker Training

Begining at 6th charge, because of you experience on an rape motorcycle, gain the follwing benifits when you are rideing an rape or approach bicycle .

  • You may Stomp a target or fire one of the walkers weapon as a bonus action.
  • You may dash or disengage as a bonus action.
  • Once per turn the first time you make a oppertunity attack it does not use your reaction .

Armored Sentinel

At 9th flush you get a Armored lookout, refer to vehicle descriptions on Pg. ___ of this book for the rules and profiles for all vehicles

Master Walker Training

At 14th level addition the following benefits when you are riding an rape or attack motorcycle .

  • you gain advantage on Dexterity (Vehical Handling) checks you a re proficentcy.
  • if you use your ram attack, you can choose to re-roll your damage on a successful hit, you must keep the second roll. You can use this feature once per round.

Weapon Upgrade

Beginning at 18th floor, your lookout may have a lascannon or a multi-melta, replace the heavy bolter profile with the one downstairs .

Inquisitor

An Inquisitor is a clandestine agent and highest-ranking member of the Imperial Inquisition. Inquisitors are the secret policemen and intelligence agents of the Imperium. They are driven by ancient order of the Emperor of Mankind to ensure the security of the Imperium of Man from the taints of Chaos, the daemonic threats of the Warp, internal disagreement and the dangers presented to Mankind by intelligent estrange species like the Orks, the Tyranids, the Aeldari, the Necrons and the T’au .
Split into three main Orders, the Ordo Xenos ( Alien Hunters ), the Ordo Malleus ( Daemon Hunters ) and the Ordo Hereticus ( Witch Hunters ), american samoa well as many smaller, more specialize ones, the Inquisition is pitiless in uncovering and snuffing out Chaos corruption, unorthodoxy, and mutation wherever they may be found among the million worlds of Mankind .
The persistent and deadly agents of the Inquisition have infiltrated every facet of human club to ensure that Chaos can never again take rout in the Imperium, and that no alien race will replace world as the dominant allele intelligent species of the Milky Way Galaxy
Prerequisites To be a Inquisitor you must be a imperial slipstream

Level Proficiency Bonus Features
1st +2 Authority of the Inquisition, Ordo
2nd +2 Imperial Lore
3rd +2 Interrogate
4th +2 Ability Score Increase
5th +3 Ordo Feature, Inquisitorial Aid
6th +3 Extra Attack
7th +3 Warp Resistance
8th +3 Ability Score Increase
9th +4 Ordo Feature
10th +4 Mental Fortitude,
11th +4 Inquisitorial Agent,
12th +4 Extra Attack (2), Ability Score Increase
13th +5 Ordo Feature
14th +5 Warp Resistance Improvment
15th +5 Inquisitorial Aid Upgrade
16th +5 Ability Score Increase
17th +6 Ordo Feature
18th +6 Seasoned Inquisitorial Agent
19th +6 Backlash
20th +6 Ability Score Increase, Improved Deny the witch

Class Feature

As a Inquisitor you gain the postdate course features

Hit Points

  • Hit Dice: Dependant on Ordo, each ordo has its own hit die per level, see chart below,
Ordo Hit Die
Heraticus 1D10
Mallius 1D8
Xenos 1D6
  • Hit points at 1st level: Max hit die + your constitution modifier.
  • Hit Points at Higher Level: Ordo Hit die + your Constitution modifier per Inquisitor level after 1st

Proficiencies

  • Armor: Light, Medium and Shields
  • Weapons: All simple and martial Weapons plus Power, Stub/Auto, Plasma, Melta, Flame and grav, weapons weapons.
  • Tools: Disguise kit
  • Saving Throws: Intelligence, Charisma
  • Skills:
    Choose 4 skills from, Acrobatics, Athletics, Warp, Deception, History, Insight, Investigation, Medicine, Persuation, Preformance, Perception, Religion, Stealth

Equipment

Inquisitor newcomer kit

Authority of the Inquisition

Starting at 1st level You gain advantage on any skill checks used to Intimidate, Persuade or Deceive Civilians using the athority of the inquisition, at higher levels your authority grows in the inquisition

  • At 5th level You are now a Inquisitor and gain advantage on any skill checks used to Intimidate, Persuade or Deceive members of the Militarum/ministorum.
  • At 10th tied You are now a Lord inquisitor and addition advantage on any skill checks used to Intimidate, Persuade or Deceive Astartes, Imperial local law and imperial Government jurisprudence, using the authority of the inquisition .
  • At 15th degree you are now a high Inquisitor You gain advantage on any skill checks used to Intimidate, Persuade or Deceive Inquisition/Alien, Imperial local law, imperial Government law and Imperial Military law, using the agency of the inquisition .
  • At 20th tied You are nowadays a master Inquisitor and you gain advantage on any skill checks used to Intimidate, Persuade or Deceive any creature .

Ordo

At 1st degree, you join an Ordo. Choose either one of the Ordos, all detailed at the end of the class description. Your class grants you features at 1st degree and again at 5th, 9th, 13th, and at 17th tied .

Imperial lore

Beginning at 2nd level years of learn has allowed you to determine the lineage of ancient reliqury. You gain a +5 bonus to all checks when noticing or recaling imperial reics, lore, history, so on, besides you gain proficiency in the history skill or double the proficiency bonus if you are already technical .

Interrogate

Starting 3nd horizontal surface, you are trained to pull all the information out of person. You can use an action to target a creature to interrogate, the creature must be restrained .
The question lasts for one minute, during this time you may ask up to 3 Questions, after a creature has been asked a question, the animal must make a wisdom save DC 8 + Pro + your Charisma bonus. if the screen is failed you find out the answer to the motion if it is known by the creature and you can understand it. If the test is passed the creature Suffers an come of damage equal to 1d4 + Proficiency bonus in a type you can deal or Psychic damage .

  • Starting 5th degree, you may ask 4 questions and the damage increases to 2d4 .
  • Starting 11th floor, you may ask 5 questions and the damage increases to 3d4 .
  • Starting 15th grade, you may ask 6 questions and the wrong increases t0 4d4

Ability Score Increase

When you reach 4th flat, and again at 8th, 12th, 16th and 20th level, you can increase one ability mark of your choice by 2, or you can increase two ability scores of your option by 1. As normal, you ca n’t increase an ability score above 20 using this feature .

Inquisitorial Aid

Begining at 5th horizontal surface You may gain a team of Servitors as described in the Tech Priest Enginseer classify description, a Command Squad as described in the Imperial guard commanding officer course or a Fladgulent Retinue as described in the Combatant Missionary Class. The size of these teams are equal to half your charisma bonus to a minimum of 1 ,
On each of the your turns you can command the NPCs with verbal ( no natural process required ) or bridge player and arm signals ( Bonus Action required ). if you do you decide what natural process the NPC will take and where it will move during its turn, or they can issue a general command, such as to guard a particular chamber or corridor. If they issue no commands, the Npc lone defends itself against hostile creatures or its controllers military target. once given an arrange, the NPC continues to follow it until its undertaking is dispatch. the creature uses your Proficiency bonus when determining attacks and Skills .
Furthermore at level 15 this increases to your wholly Charisma bonus .

Extra Attack

Beginning at 6th level, you can attack twice, alternatively of once, whenever you take the Attack military action on your turn. The act of attacks increases by when you reach 12th level .

Warp Resistance

Begining at 7th flush fighting against the rouge practitioners of the warp energies has accustomed your body to the barrage of spells that are common among the deviants. Whenever you take damage from a charming source it is reduced by 5 price. In addition once per long rest you may choose to end one spell effect on yourself .

Mental Fortitude

At 10th level your minds walls have been trained to deny entry of those who wish to break in. You are immune to being charmed or frightened .

Inquisitorial Agent

At 11th charge you have trained to extract information from all sources, with expedience. reach advantage when making Insight, Investigation, or percept skill checks .

Improved Warp Resistance

At 14th flat your natural residences have been far increased through rigorous prepare. The wrong reduced increases to 10 and You gain advantage on saving throws against spells and other charming effects. You gain one more use of your feature to end one spell effect on yourself per retentive respite .

Seasoned Inquisitorial Agent

At 18th level when making Insight, Investigation, or Intimidation skill checks to seek information you know if information is being withheld from you or more can be extracted .

Backlash

At 19th level your thoughts appears as slivers of pure agony to the those who intrude into the chancel of your mind, any attempts to read your take care, spell or frighten you results in a recoil to the attacker and they take 4d10 psychic damage .

Undisputable Leadership

Begining at 20th tied Your inquisitorial Aid Detachment is now 2 x your Charisma bonus .

Ordos

Ordo Hereticus

The Ordo Hereticus is one of the three major orders of the close organization known as the Imperial Inquisition. They are tasked with protecting Mankind from itself, by combatting such inner threats to the Imperium as treason, mutant, unorthodoxy, apostate members of the Ecclesiarchy and unsanctioned psykers, colloquially known as “ witches ” across much of the Imperium .
It is this latter function that has earned the Inquisitors of the Ordo Hereticus the name “ Witch Hunters. ” Mutants, rebels and Heretics are besides targeted by the Ordo Hereticus. The Ordo has no scruple at all about acting against threats in the other Adepta and many a deserter Adeptus Ministorum Cardinal or corrupt Tech-priest has met his end at the hands of a Witch Hunter .
These Inquisitors are some of the most reverence individuals in the entire imperium, and like all Inquisitors they have ultimate agency over any other imperial organization in the Adeptus Terra and can demand aid from any other source of authority in the Imperium .

The Inquisitors of the Ordo Hereticus are by and large considered dark and more sinister than their Ordo Xenos and Ordo Malleus brethren because of their focus on eliminating the internal human enemies of the Imperium, which have transformed them into a black, paranoid and unforgiving lot .
The Ordo Hereticus ‘ Chamber Militant are the Sisters of Battle, the Orders Militant of the Adepta Sororitas, and they besides make use of the Inquisitorial Black Ships to round up unsanctioned psyker mutants from across the galax. The members of the Ordo Hereticus can besides call upon the military forces of the Ecclesiarchy, the Frateris Militia .
When you choose this Ordo you gain Proficiency in Intimidation, History, Deception and Wisdom saves .
furthermore you become Proficient with all Executioners Great Blade .

Accusation

Starting at 1st flat you accuse you enemies of herasy. As a bonus action you can choose a Chaos, Renegade, Cultist, Outworldy or Warp magic user you can see, you gain advantage for skill checks to uncover information about its whereabouts and abilities. besides you gain advantage on attacks against this animal, this consequence lasts for 24 hours or until the animal dies. You may entirely have one accused target at a time .

Purge the Heretic

Starting at 5th level once per act you may deals an extra 2D6 damage to your accused prey with melee attacks. this increases by 2D6 at levels 9, 13 and 17 .

Judgement

Begining at 9th level as a bonus action you make your accused aim make a Wisdom save DC equal to 8 + proficientcy bonus + wisdom modifier on a fail they are stunned for a numeral of rounds equal to your wisdom of solomon modifier. You may use this feature a number of times equal to you wisdom modifier, you regain all uses of this feature after you complete a long perch .

Judge the Heretic

Begining at 13th level as an action if you are within 5ft. you may Make a Judgement on your accused prey, they must take anouther Wisdon write with the Same DC, and take an sum of Psychic damage peer to your wisdom changer in D10 and they are stunned for 1 Minute taking a raw quiz at the conclusion of each of there turns, on a pass they suffer half as much damage and are merely frighten alternatively of stunned. You may use this feature a count of times equal to you wisdom modifier, you regain all uses of this sport after you complete a long rest .

Suspected Heresy

Begining at 17 level you may use the Accusation ability on any target not fair a chaos, Renegade, Cultist or Psyker .

Ordo Mallius

The Ordo Malleus, whose Inquisitors are much referred to as Daemonhunters, is the sub-division of the Imperial Inquisition tasked with protecting the imperium of Mankind from the daemonic dangers of Chaos .
Along with the Ordo Hereticus ( Witch Hunters ) and the Ordo Xenos ( Alien Hunters ), the Ordo Malleus makes up the byzantine organization that is the Inquisition .
Aided by the elite psychic Grey Knights Space Marine Chapter, who serve as the Ordo Malleus ‘ Chamber Militant, it is the job of the Inquisitors and Acolytes of the Ordo Malleus to destroy the physical manifestation of Chaos, daemons, in the physical universe american samoa good as any other agents of Chaos who threaten both the peace and the person of the Imperium ‘s people .
When you choose this Ordo you gain Proficiency in Warp, Religion, History and Wisdom saves .
furthermore you become Proficient with all Nemisiss Deamon hammer and Nemisiss Halberd .

Ordo Malleus powers
Level Warp Charges Cantrips Known Prepaired Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 1 3 2 2
2nd 2 3 3 3
3rd 3 3 2 3 1
4th 4 4 5 3 2
5th 5 4 6 3 3 1
6th 6 4 7 3 3 2
7th 7 4 8 3 3 3 1
8th 8 4 9 3 3 3 2
9th 9 4 10 3 3 3 3 1
10th 10 5 11 3 3 3 3 2
11th 11 5 12 3 3 3 3 2 1
12th 12 5 13 4 3 3 3 2 1
13th 13 5 13 4 3 3 3 2 1 1
14th 14 5 14 4 3 3 3 2 1 1
15th 15 5 14 4 3 3 3 2 1 1 1
16th 16 5 15 4 4 3 3 2 1 1 1
17th 17 5 15 4 4 3 3 2 1 1 1
18th 18 5 17 4 4 4 3 3 1 1 1 1
19th 19 5 17 4 4 4 3 3 2 1 1 1
20th 20 5 18 4 4 4 4 3 3 2 1 1

Psyker

At 1st level, you gain the ability to cast psychic powers, this acts the lapp as casting a spell. See chapter 10 in the PHB for the general rules of spellcasting. but with a few modifiacations as Seen on PG. ___ Using psychic Powers .

Cantrips.

You learn 3 cantrip of your choice from the Imperiallus Divinus or Pyromancy list at 1st level. You learn extra cantrip of your choice at levels seen in the cantrip coulum of the chaplian spellcasting .

Power Slots.

The Ordo Malleus powers table shows how many world power slots you have to cast your powers of 1st level and higher. To cast one of these spells, you must expend a ability time slot of the while ’ s charge or higher. You regain all expended ability slots when you finish a retentive rest. For model, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level exponent slot available, you can cast shield using either slot .
Powers Known of 1st-Level and Higher. You know two 1st-level powers of your choice. The Spells Known column of the Ordo Mallius table shows when you can prepare more powers of 1st level or higher. Each of these spells must be from imperiallus Divinus or Pyromancy list of your choice and must be of a level for which you have power slots. Whenever you take a long lie you may change and prepair any of your spells .
Spellcasting Ability. Wisdom is your spellcasting ability for your spells, since you learn your spells through entreaty. You use your wisdom whenever a while refers to your spellcasting ability. In addition, you use your wisdom modifier when setting the saving give DC for a cleric spell you cast and when making an approach seethe with one .
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier .
Spell attack modifier = your proficiency bonus + your Wisdom modifier .

Smite

At 1st level You gain the Eldrich blast cantrip. This spell does not count toward your cantrips known .

Warp Charges

At 1st level, your deep understanding and advance studies of the warp allow you to manipulate the falsify in diferent ways. This is represented by warp charges, which allow you to create a diverseness of different Effects. You have 2 heave charges, and you gain one extra point every time you level up, to a maximum of 20 at degree 20. You can never have more heave charges than shown on the board for your grade. You regain all exhausted Warp charges when you finish a long Rest .

Warp Conversion

You can use your deflection charges to gain extra Power Slots, or forfeit Spell Slots to gain extra warp charges. You learn other ways to use your deflection charges as you reach higher levels .
Creating Spell Slots. You can transform unspent warp charges into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a farseeing Rest. The Creating Spell Slots table shows the price of creating a while slot of a given charge. You can create Spell Slots no higher in level than 5th .

Creating Spell Slot
Spell slot level Warp charge cost
1st 2
2nd 3
3rd 5
4th 6
5th 8
6th 9
7th 12
8th 13
9th 15

Converting a Spell Slot to warp charges. As a Bonus Action on Your Turn, you can expend one go slot and gain a count of heave charges equal to the slot ‘s grade .

Warp Manipulation

At 1st charge, you gain the ability to manipulate your powers to adapt to a site. You gain two Warp Manipulations options of your choice as described in chapter 4, under the Warp manipulation section of this book. You gain another matchless at 5th, 9th, 13th and at grade 17 you know all of them .

Deamon bane

At 1st degree, your modern powers strike true and fierce against deamons. You act as if you had the genuine hit spell active agent any clock you strike a deamon .
At 5th charge, when true fall is active, you deal excess damage equal to your wisdom changer .
At 9th Level, when dependable strickle is active, you deal excess wrong equal to your 2 x your wisdom of solomon modifier .
At 13th Level, when true strickle is active, you deal extra price equal to your 3 x your wisdom modifier .
At 17th Level, when true strike is active, you deal extra wrong equal to your 4 x your wisdom of solomon changer .

Turn deamon

Starting at 5th level, you gain the ability to channel energy directly from the warp, using that energy to fuel an consequence, turn deamon .
Turn Deamon: As an action, you present your holy place symbol and speak a prayer censuring Deamons. Each Deamon that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its save bewilder, it is turned for 1 moment or until it takes any wrong .
A turn creature must spend its turns trying to move as far away from you as it can, and it ca n’t willingly move to a space within 30 feet of you. It besides ca n’t take reactions. For its action, it can use only the Dash military action or try to escape from an effect that prevents it from moving. If there ‘s nowhere to move, the animal can use the Dodge action .
You must then finish a short or long Rest to use your Channel again .
Some Channel Effects require Saving Throws. When you use such an effect from this class, the DC equals your spell save DC .
Beginning at 12th degree, you can use your Channel Divinity doubly between rests, and beginning at 18th horizontal surface, you can use it three times between rests. When you finish a short or long Rest, you regain your use uses .

Banashment

At 9th flat, you gain an enhance effect when uses your Turn deamon .
Banish Deamon When a Deamon of CR 2 or lower fails its saving shed against Your Turn deamon feature, the creature is immediately destroyed. This increases to CR 3 at 14th charge and CR4 at 18th charge .

Emperors Favor

Beginning at 13th level, you may re-roll a number of dice per long rest equal to your Wisdom modifier. furthermore, you may add a issue of D4 ‘s to each of your heal spells and abilities equal to your Wisdom modifier .

Deamon Sheild

At 17th level, the gods embrace you. you gain an extra 12 levels of powers slots, thease may be used in any combination you choose. You regain thease after a retentive rest .

Ordo Xenos

The Ordo Xenos ( Alien Hunters ), together with the Ordo Malleus ( Daemonhunters ) and the Ordo Hereticus ( Witch Hunters ), is one of the primary sub-divisions of the herculean and close organization known as the Imperial Inquisition. The Ordo Xenos is served by its Chamber Militant, the Deathwatch Space Marines, who draw on Veteran Astartes from Chapters all across the imperium of Man to form the Deathwatch ‘s Kill-teams and destroy the many pollute xenos threats to the survival of Mankind .
Armed with the best human and stranger engineering available, extremely intimate about their foe, and filled with the xenophobic hatred for non-human species that drives so much of imperial culture since the Horus Heresy, the Ordo Xenos can respond to any alien threat. Their tactics vary depending on the site and the level of extraterrestrial being defile revealed. Where the threat is elusive, they will use trickery and stealth, wielding their office as if it was a scalpel used to cut out a growing malignant cancer. When the alien menace is capital, the Inquisitor can commandeer the help of entire regiments of the Imperial Guard and the Deathwatch .
When you choose this occupation you gain Proficiency in Sciance, Warp/Arcana, Perception and Inteligence saves .
furthermore you become Proficient with all Force weapons and Aeldari and Necron Weapons .

Ordo xenos Powers
Level Warp charges Cantrips Known Spell Tomb Pages 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 4 5 2
2nd 3 4 6 3
3rd 4 4 8 4 2
4th 5 5 11 4 3
5th 6 5 15 4 3 2
6th 7 5 21 4 3 3
7th 8 5 28 4 3 3 1
8th 9 5 36 4 3 3 2
9th 10 5 45 4 3 3 3 1
10th 11 6 55 4 3 3 3 2
11th 12 6 56 4 3 3 3 2 1
12th 13 6 58 4 3 3 3 2 1
13th 14 6 60 4 3 3 3 2 1 1
14th 15 6 64 5 4 3 3 2 1 1
15th 16 6 69 5 4 3 3 2 1 1 1
16th 17 6 75 5 4 4 3 2 1 1 1
17th 18 6 82 5 4 4 3 2 1 1 1
18th 19 6 90 5 4 4 3 3 1 1 1 1
19th 20 6 100 5 4 4 3 3 2 1 1 1
20th 22 6 120 5 4 4 3 3 2 2 1 1

Psyker

At 1st tied, you gain the ability to cast psychic powers, this acts the same as casting a spell. See chapter 10 in the PHB for the general rules of spellcasting. but with a few modifacations as Scean on PG. ___ Using psychic Powers .

Xenos Studys

Ordo xenos dose not focus on a limited issue of Psychic Disciplines they may pick from any Discipline with the exception of Necromancy and Imperialis Divinus .

Cantrips

You learn 4 cantrips of your choice from the psychic disciplines your allowed. You learn extra cantrips as you level, see cantrips collumn of the Inquisitor. Cantrips may be cast without having your spell grave and do not use any pages within it .

Power Slots.

The Inquisitor powers table shows how many world power slots you have to cast your spells in your spell grave of 1st level and higher. To cast one of these powers, you must expend a time slot of the spell ’ s flush or higher. You regain all expended spell slots when you finish a farseeing rest. For example, if you know the 1st-level baron, harbor and have a 1st-level and a 2nd-level spell time slot available, you can cast shield using either slot .
Spell Tomb: As you level your Spell grave gets more filled out through you constant analyze. A spell grave has an amout of pages as listed in the Spell grave pages. Each spell in the grave uses an total of pages equal to the enchantment level. You may add spells to your grave by spending an total of Hours equal to the spells level writting it into your grave, profided you have adequate blank pages and another writting of the script. You may not insccribe powers more then one level greater then the highest spell grade you can cast .
Spellcasting Ability Intelligence is your spellcasting ability for your spells, since you learn your spells through study and memorization. You use your news whenever a spell refers to your spellcasting ability. In addition, you use your intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one .
Spell save DC = 8 + your proficiency bonus + your Inteligence modifier
Spell attack modifier = your proficiency bonus + your intelligence changer

Smite

At 1st charge You gain the Eldrich smash cantrip. This spell does not count tword your spells known and does not requier you to wright it into a Spell grave .

Warp Charges

At 1st flush, your deep reason and advanced studies of the deflection allow you to manipulate the warp in diferent ways. This is represented by heave charges, which allow you to create a variety show of different Effects. You have 2 warp charges, and you gain one extra item every clock time you level up, to a maximum of 22 at level 20. You can never have more warp charges than shown on the mesa for your flat. You regain all spend Warp charges when you finish a long Rest .

Warp Conversion

You can use your warp charges to gain extra Spell Slots, or sacrifice Spell Slots to gain extra warp charges. You learn other ways to use your warp charges as you reach higher levels .
Creating Spell Slots. You can transform leftover warp charges into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a long Rest. The Creating Spell Slots postpone shows the price of creating a spell slot of a given level. You can create Spell Slots no higher in tied than 5th .

Creating Spell Slot
Spell slot level Warp charge cost
1st 2
2nd 3
3rd 5
4th 6
5th 8
6th 9
7th 11
8th 12
9th 14

Converting a Spell Slot to warp charges. As a Bonus Action on Your Turn, you can expend one enchantment time slot and gain a total of warp charges equal to the slot ‘s level .

Warp Manipulation

At 1st grade, you gain the ability to manipulate your powers to adapt to a situation. You gain two Warp Manipulations options of your choice as described in chapter 4, under the Warp manipulation section of this book. You gain another one at 5th, 9th, 13th and at horizontal surface 17 you know all of them .

Psy Ward

Starting at 5th tied, your Psyonic abilities protects you from damage. Your body always has an invisible psionic barrier around it. Whatever form the auspices takes, your AC equals 12 + your Dexterity changer + you Intelligence bonus, while you aren ’ deoxythymidine monophosphate wearing armor .

Psychic Interference

Beginning at 9th level, you can use your reaction and your domination over your mind slow down or redirects an attack. When you are hit from a range or thrown weapon. You may use this reaction, the damage you take from the weapon attack is reduced by 1D10 + your Intelligence modifier + your Imperial Legionnarie flush .

Psychic Sheild

At 13th level, you have far strengthened your mind. When you or a friendly target within 15ft radius of you are the target of a weapon attack, you can use your reaction to engage your mind defensively and attempt to deflect the strike. Roll 1D4 and add the result to your AC until the begin of your future turn, the triggering attack is besides topic to this increase in AC. You can use this ability a number times equal to half your Intelligence modifier ( rounded up ), you regain all expended uses after a short-change or long rest. At 16th tied the radius of this ability is 30ft

Master of the Warp

At 17th level, your cognition is huge. You gain 20 extra Warp charges per long rest .

Sister of battle

The Adepta Sororitas, besides known as the Sisters of Battle and once as the Daughters of the Emperor, are an all-female division of the Imperial Cult ‘s state of matter church known as the Ecclesiarchy or, more formally, as the Adeptus Ministorum. The Sisterhood ‘s Orders Militant service as the Ecclesiarchy ‘s military sleeve, mercilessly rooting out corruption and unorthodoxy within world and every organization of the Adeptus Terra .
There is naturally some lap between the duties of the Sisterhood and the Imperial Inquisition ; for this reason, although the Inquisition and the Sisterhood remain wholly offprint organisations, the Orders Militant of the Adepta Sororitas besides act as the Chamber Militant of the Inquisition ‘s Ordo Hereticus .
The Adepta Sororitas and the Sisters of Battle are normally regarded as the same organization, but the latter title technically refers only to the Orders Militant of the Adepta Sororitas, the best-known part of the organization. The Sisterhood serves as the Ministorum ‘s only official military effect because the Decree Passive laid down by the progressive Ecclesiarch Sebastian Thor held that in the awaken of the Age of Apostasy ‘s Reign of Blood in the 36th Millennium, the Ecclesiarchy can not maintain any “ men under arms. ”

This command was supposed to limit the power of the Ecclesiarchy by preventing it from maintaining the massive armies of the faithful Frateris Templar it once used to abuse its baron from the 32nd to the 36th Millennia. however, the Adeptus Ministorum has been able to circumvent this decree by using the all-female military military unit of the Sisterhood ‘s Orders Militant .
Prerequisites To be a baby you must be a human rush and you must be female .

Level Proficiency Bonus Features
1st +2 Militant Specialty
2nd +2 Act of faith, Sheild of faith
3rd +2 Militant Roll
4th +2 Ability Score Increase
5th +3 Extra Attack
6th +3 Ability Score Increase
7th +3 Militant Roll Feature
8th +3 Ability Score Increase
9th +4 Empowerd Skill (1)
10th +4 Greater acts of faith,
11th +4 Extra Attack (2) Militant Roll Feature,
12th +4 Ability Score Increase
13th +5 Sheild of Faith Improvment
14th +5 Empowerd Skill (2)
15th +5 Militant Roll Feature
16th +5 Ability Score Increase
17th +6 A bond with The Emperor
18th +6 Grand Acts of Faith
19th +6 Empowerd Skill (3)
20th +6 Militant Roll Feature, Ability Score Increase

Class Feature

As a sister of battle you gain the stick to classify features

Hit Points

  • Hit Dice: 1D10 per Sister of battle level
  • Hit points at 1st level: 10 + your constitution modifier.
  • Hit Points at Higher Level: 1D10 (or 5) + your Constitution modifier per Sister of battle level after 1st

Proficencies

  • Armor: Light, Medium, Heavy, Power armor and Shields
  • Weapons: All simple and martial weapons plus Stub/Auto, Bolt, Flame and Melta weapons.
  • Tools: Alchemical tools
  • Saving Throws: Strength, Wisdom
  • Skills:
    Choose 3 skills from Acrobatics, Athletics, History, Insight, Intimidation, Investigation, Medicine, Persuation, Perception, Religion Technology,

Equipment

baby of Battle newcomer kit .

Militant Specialty

At first level you gain one of the abilities below, At grade 10 you get to pick one more. You can ’ t take a Militant specialization option more than once, even if you later get to choose again .

Ranged

You gain a +2 bonus to attack rolls made with roll weapons .

Defence

You gain a + 1 bonus to AC .

Dueling

When you are wielding a melee weapon in one hand and nothing in the other, you gain +2 to damage rolls made with that weapon .

Great Weapon Fighting

When you roll a 1 or a 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 newfangled wheel, even if the new cast is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this profit .

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield .

Two-Weapon Fighting

If you are engauged in two-weapon fight you can add your ability modifier to the damage of the second gear assail .

Mobility

You gain +5 foot movement

Act of Faith

Starting at 2nd tied your religion allows you to gain the ability to perform acts of religion. You gain a resource called Devotion. Your devotion target maximum is equal to you wisdom bonus plus your Proficientcy bonus. Some of your Acts of religion use a Faith Dice. The faith cube for these abilities is a 1d6 this increases to a D8 at flat 6, a D10 at level 12 ad a D12 at level 16. You regain all Devotion points after a long lie .
Using Devotion: You know all the Acts of religion below. You may expend Devotion distributor point to use one of the abilities, the devotion costs are in the descriptions. These abilities can be used in which they are described .
Speed of the Emperor: As a free carry through you may spend 1 Devotion on your turn and you may move twice your speed this twist .
Spirit of the Martyr: As bonus action, You heal yourself an measure of faith dice + Wisdom modifier equal to the number of Devotion you spent on this Act. at Level 8 you may spend 2 devotion to heal 2 religion die. at 16th level you may spend 3 idolatry to heal 3 religion dice worth of hit points .
Agise of the Emperor: As an action and an amount of Devotion you may call on the emperors Protection, you gain a underground to any wrong done by the effects of Psychic powers and magic. You besides gain advantage on saving throws against Psychic powers and charming effects. This last for a number of minutes equal to the number of devotion you used for this Act .
Divine Guidance: For 1 Devotion You may get a bonus on all fire rolls you make until the startle of your next turn equal to a one roll out of a idolatry die .
The Passion: For 2 Devotion profit an extra attack when you use the attack action this turn. you may entirely use this act once per act .
Purge: As a free natural process and 1 devotion you may end one spell effect on you .
Spirit of of the Emperor: For an come of minutes equal to the number of Devotion you used for this Act, you are immune to the frightened, and Routed Conditions .
Renounce Heresy: As a bonus action you Heal one imperial target of 1d4 corruption for each devotion target you use .

Sheild of faith

Starting at 2nd level As a reaction On you turn after being hit by a Melee or Ranged attack you may choose to have your energy shield to take the hit, roll a D6 on a 6+ you ignore that attack. this may besides be used to to ignore an fire from a Blast, steep, or burst weapon but this must be done before your spare is rolled if you should fail the roll in either case, the attack happens as normal .

Militant Roll

At 3rd level, you choose a Militant roll out that you adopt in your pursute of justice in Orders name. you Pick a Militant Roll to train in. Choose either Sistor Sepirior, Hospitler, Repentia, Searaphim or Cannoness all detailed at the end of the classify description. Your choice grants you features at 3rd level and again at 7th, 11th, 15th and 20th level .

Ability Score Improvement

When you reach 4th charge, and again at 6th, 8th, 12th, 16th, and 20th floor, you can increase one ability score of your option by 2, or you can increase two ability scores of your choice by 1. As normal, you can ’ t increase an ability score above 20 using this have .

Extra Attack

Beginning at 5th level, you can attack twice, rather of once, whenever you take the Attack action on your twist. The number of attacks increases by 1 when you reach 11th charge in this class .

Empowerd Skill

At 9th grade Gain advantage on all checks made of your cream of one skill or creature. You gain 1 more skill or cock at levels 14 and 19 .

Greater Acts of faith

At level 10 you gain two newfangled acts of religion to use you gain the Holy Strikes and Holy Terror acts of religion .
Holy Strike: As a bonus action and 1 Devotion you may add 2 Faith die to any damage wind you make. you may spend up to 2 idolatry to deal 4 religion cube. at 18th degree you may spend 3 devotion to deal 6 faith die worth of damage .
Holy Terror: As an natural process, you can spend 1 devotion against a target, who must make a wisdom of solomon saving throw DC 8 + your proficiency bonus + you Wisdom Modifier, or be Frightened for 1 religion die roll of rounds. they may test again at the end of each round ending the effect on a happen. Creatures buzzword be effected again by this ability for 24 hours .

Shield of faith Improvement

At level 13, when you use your shield of faith, it will ignore damage on a 5+ .

Believe in the Emperor

Starting at 17th level you if you would start an meet with no devotion. You gain an total of devotion equal to your Wisdom modifier

Grand Acts of faith

At 18th tied you gain two new acts of religion to use Devotion on .
Branding Light: As an legal action, you can spend 2 devotion to create a blind light from a holy place symbol that shines out in a 15 foot cone in presence of you. All creatures Chaos, Deamon or Heretic within the cone must make a Dex saving throw DC 8 + your Proficiency bouns + your wisdom of solomon Modifier or be blinded for a number of rounds equal to your Wisdom modifier and take 6d6 Raiant damage if the test was passed they are not blind and take half damage .
Retribution: as a reaction and one idolatry, when you take damage you can deal beaming price back to the target equal to 2 faith die. you may spend up to 2 devotion to deal 4 faith die. at 18th level you may spend 3 idolatry to deal 6 religion dice worth of damage .

Militant Rolls

Dominion

Each Adepta Sororitas Order maintains respective units of Dominions. They are among their Orders ‘ most aggressive warriors, driven by the necessitate to destroy the Emperor ‘s foes. Though their train has tampered the worst of their impetuousness, Dominions still yearn to fight at the vanguard of any Sororitas attack. As such they are frequently the vanguard of Sororitas assaults, breaking through enemy frontlines and destroying heavily defended fortifications. To this end they are frequently trained as destruction experts as well and carry Plasma Grenades and Melta Bombs into battle. Dominions are known to be brave and aggressive, but are besides not impetuous. Under the alert eyes of their Sister Superior, these squads temper their desire to bring the wrath of the Emperor to bear with a bang-up awareness of localized strategic conditions. They swiftly appraise their enemies and then pick out and eliminate each priority prey in turn. It is this skill along with their specialist train in arming and alimony rituals required to harness the Machine Spirits of their special-issue weapons that makes the Dominions indeed deadly in a firefight .
Dominions typically ride into battle in a Rhino armored personnel carrier and are deployed to clear objectives as opposed to holding grate. When an foe has been eliminated, the Sisters will then move to the adjacent location to deliver consuming firepower, leaving the Battle Sisters at their backs to secure the ground. Their tactics echo the ancient doctrine of the Daughters of the Emperor known as the ‘Undeniable Word ‘ .
When you choose this Militant Roll you gain Proficiency in Intimidate, Survival, Athletics and Dex saves .
furthermore you become Proficient with all Power Weapons .

Swift And Deadly

When you choose this Militant roller at 3rd level, you gain the abilities below

  • You gain +5ft to you movement
  • You Pick one more Fighting Style
  • You gain expertise in Dexterity saves

Warfighter

At 7th charge, you gain the the play along abilities .
Second Wind: You have a limited well of stamen that you can draw on to protect yourself from damage. On Your Turn, you can use a Bonus Action to regain Hit Points adequate to 1d10 + your imperial legionnaire charge. once you use this feature, you must finish a short or long Rest before you can use it again .
Indomitable: you can reroll a economy throw that you fail. If you do so, you must use the new roll. once you use this feature, you must finish a long Rest before you can use it again .
Action surge: you can push yourself beyond your normal limits for a here and now. On Your Turn, you can take one extra action on top of your regular action and a possible Bonus Action. once you use this have, you must finish a abruptly or long Rest before you can use it again .

Aggressive

Starting at 11th you gain one extra practice of indomitable ability

Instrument of war

Starting at 15th charge, you gain the Extra Attack ( 3 ) feature and one extra use of the Second wind ability .

Seasoned Warfighter

At flush 20 you may use the indomitable ability 3 times between rests and you get one extra use of either, action rush or moment wreathe per short respite or long lie .

Cannoness

A Canoness is an policeman of one of the Orders Militant of the Adepta Sororitas, a shining example of purity and commitment of aim. This senior military officer rank is above the class of Palatine and below the rank of Prioress .
There exists a hierarchy of sorts amongst these leaders of the Sisters of Battle, though to outsiders it is highly arcane and ritualistic and based on a organization of precession. Orders of the Adepta Sororitas that were established by “ Ecclesiarchy Writ ” are ranked higher in the regulate of precedence than those that were formed by a group splitting off from a preexistent arrange .
This is specially true of the six original Greater Orders Militant, each of which has spawned dozens of far smaller Lesser Orders Militant, the Canonesses of which rank lower in the orderliness of precession than those of their rear orderliness .
A Canoness is a veteran warrior of many hundreds of battles who has risen to her put through a combination of potent leadership, calculating tactical flair, obedience and complaisance with the Ecclesiarchy and above all, her sheer overarching religion in the God-Emperor .
When the Adeptus Ministorum sounds the call to arms for a War of Faith, it is the Canoness who boldly leads her warriors into the rub, refusing to take one step backwards whilst her enemies still draw breath. Under the command of a Canoness, the Sisters of Battle have crushed the foes of the God-Emperor across the galaxy .
Though a Canoness is apparently answerable only to the Prioress of her Convent, her ranking cognition of war inescapably holds swing concerning matters military. The Canonesses are aided in their duties by their order ‘s Palatines. Palatines are highly experienced and capable officers, from whose ranks the following Canoness will be drawn .
As a defender of her Battle-Sisters ‘ souls, a Canoness is besides responsible for the spiritual wellbeing of those under her instruction. A Canoness ‘ non-military duties include leading the order in its entreaty services, performing rites of knowledgeability and overseeing the guide of the Order. As a leave, a Canoness inspires acute devotion in her Battle-Sisters, leading them from the fore whilst reciting the bang-up hymn of the Adeptus Ministorum .
Members of the Adepta Sororitas can and do transfer from one order to another, depending on their own singular skills and feel. In finical, a sister of an Order Militant may finally transfer to a non-militant regulate in so that she can carry on the Emperor ‘s knead should age or injury render her a less effective warrior .
furthermore, it is not unheard of for a senior member of the Sisterhood to transfer to another Imperial organization wholly ; several Canonesses are known to have become Inquisitors, one become a cardinal number Palatine and one even became a Rogue Trader .
When you choose this Militant Roll you gain Proficiency in Presuasion, Intimidation, Insight and Charisma Saves .
furthermore you become Proficient with all Power Weapons .

Faith in Ability

Starting at level 3rd flat as a bonus action you may spend one idolatry to give a phone number of friendly creatures equal to your Charisma bonus within 30ft of you a Ability religion dice, they can expend it when they make a Saving hurl, or ability check to add it to the coil, this lasts for 1 hour if the faith is not used by then, it is discarded. the number of creatures you may target with this is equal to your Charisma Bonus

Faith in Prowess

Starting at degree 7th level as a bonus carry through you may spend one idolatry to give a issue of friendly creatures equal to your Charisma bonus within 30ft of you a Prowess religion die, they can expend it when they make a Attack wind, or damage wheel to add it to the roll, this lasts for 1 hour if the faith is not used by then, it is discarded .

Divine Comander

Starting at 11th If you use any work of religion early than Greater and grand Acts, you may have it consequence a number of imperial creatures Within 15ft of you equal to your Charisma bonus. the effects final until the begin of your future turn, with the exception of the Agise of the Emperor and Spirit of of the Emperor they last there convention duration

Emperors Halo

Starting at 15th level, Creatures you choose within 15ft of you have a +1 to there AC. At lavel 20 this bonus increases to a +2 AC, within 30ft .

Matriarch

Starting at 20th level – .

Hospitaller

The Orders Hospitaller is a non-militant club of the Adepta Sororitas dedicated to healing and the provision of checkup care for all the citizens of the Imperium of Man. Novice Sisters of the Adepta Sororitas who show a endowment for healing and attending to the needs of others are much usher into the ranks of the Orders Hospitaller. Amongst the most wide welcomed of the Adepta Sororitas, the Hospitallers are sent to war zones or disaster-stricken areas of the galax, providing the people of the Imperium with medical care and compassion when it is most need .
The Sisters of these Orders aid the poor and heal the brainsick and the wounded in the many hospitals and clinics across the Imperium operated as charities by the Sisterhood. Their convents frequently take the imprint of hospitals and retreats, and big numbers of them accompany the armies of the Astra Militarum. They are frequently found as part of an Imperial Crusade serving in battlefield hospitals on board warships in orbit .
however, there are rare circumstances when they will go into struggle with Imperial Guard troops to provide support in the field when a platoon ‘s medic is wounded. It is these battle-hardened women that the members of the Inquisition look for to join their retinues as Acolytes. indeed skilled are the Sisters Hospitaller that they are regarded as saints by the common military personnel, who far prefer their gentle ministrations to the petroleum cultivate undertaken by the discipline surgeons of the Departmento Munitorum. The Orders Hospitaller provides surgeons, physicians and nurses. The Sisters Hospitaller are amongst the most skilled and feel for surgeons in the Imperium .
Sisters Hospitaller often serve in junction with members of early Orders of the Adepta Sororitas. Their ability to heal and return wounded Battle-Sisters to the battlefield makes them invaluable allies of the Orders Militant, but their cognition of genetics besides makes them useful to Orders Famulous investigations. At the like time, their command of the anatomy of the homo body often leads them to accompany an Inquisitor into the torment chamber .
It is a true measure of their dedication to the Emperor that these supremely skilled and compassionate individuals are able to put aside all selfish thoughts of their personal ethical motive and turn their hands to inflicting pain when duty calls them to do then. These Sisters display incredible mend skills and compassion towards the hurt and fallen, so far remain implacable foes to the Heretics, witches, and mutants around them .
traditionally, the Sisters of the Orders Hospitaller dress in alight armour and therapist ‘s robes that allow for easy campaign. For exemplar, in the Calixis Sector, all but one of the Orders Hospitaller have some screen of crimson and bone colouring on their robes to mark them as medical staff. The order of Quiet Sorrow on Sigurd IV alone wears a black and bone discolor scheme in repentance for a past failing .
Under normal conditions both the club of the Torch and the arrange of the Cleansing Water besides wear darkness robes with a broad red strip down the front, bordered with a bone shade. The arrange of Serenity dresses in white robes with ruby crimson hem. much like the belligerent orders, the Orders Hospitaller are divided between the Convent Sanctorum on Ophelia VII, including the order of the Eternal Candle and the Order of Serenity, and the Convent Prioris on Terra, including the order of the Cleansing Water and the club of the Torch .
When you choose this Militant Roll you gain Proficiency in Medicine, Alchemy tools, Herbalism kit and Inteligence Saves .
furthermore you become Proficient with all Power Weapons .

Nutrix Adept

At 3rd level you gain the Medic have in the Homebrewed Features department of this book and the Rest for the tire and Healers hands ability below
Rest fore the Weary Whenever a animal takes a short-change perch within 30ft of you, you may allow them to regain half the die hit points when using hit dice alternatively of rolling .
Healers hands Whenever you heal a target you may add you Wisdom bonus to the health received .

Hospitallers Post

At 7th level as an action you gain the ability to set up a minor medical area to better asses casualties of war. Nominate a period on the land, therefore retentive as you are within 15ft of that bespeak you are concidered in the Post. When you are in the Hospital Post you may use the spells below at the cost of Supplies see chart below, you have a number of supplies to cast these spells equal to your level + your Intelligence bonus. each spell must be cast on one creature within 5 feet of you with the exception of Mass heal, then they must be within the Hospital station. You may merely set up one Hospitaller Post at a time. The military post lasts for a long as you have supplies, this power may be used any issue of times per day equally long as you have supplies. You regain all supplies after you preform a long rest and have accses to supply lines so you can create more salves and bandages .
Although you use spell they are conciderd nonmagical, because the are actual potions Chemicals and injections you use on them .

Spell Supplies cost
Spare the Dieing Free as long as you have supply
Cure Wounds 1 + 1 per Extra level
Purify food and drink 2
lessor restoration 3
Greater Restoration 5
Aid 1 per spell level
Revivify 6
Heal 5 Devotion
Cure mass Wounds 4 + 1 per extra spell level

We Must stabalize Them

At 11th level once per sidereal day when you set up your Hospital position any creatures within the post will immediately stabilize and you may pick one creature to heal 1HP .

Hospital

Starting at 15th level you may pick a room within a build or a small build to be you Hospital post, this becomes a permanent and you gain a number of of Nutrix adepts equal to you Charisma bonus that must stay at the post. This mail starts with 20 Supply. after the Hospital is set up a fasten line of provide must be secured ( consult your GM on how to do this ), if this is done This hospital will count ass a supply distributor point for Hospitalers to regain there medkits and Supply back during a long rest Provided the post has at least 10 Supply in its Supply cache. Any Hospitilar can deposit and measure of there daily supplies to the hospitals supply hoard and any Hospitilar may besides draw an sum of supplies from the Supply cache each day equal to half there level .

Grand Nutrix

starting at level 20 you are the highest rate amongst the Hospitallars Whenever you would normally roll one or more dice to Restore Hit Points with a spell when in a hospitial, you rather use the highest act possible for each die. For model, alternatively of restoring 2d6 Hit Points to a creature, you restore 12 .
furthermore your remainder for the aweary ability regains the whole hit die when taking a short lie and you may add double your wisdom mod to healing received .

Sister Repentia

A Sister Repentia is one of the fanatic, self-mutilating Human female warriors who serve within the Orders Militant of the Adepta Sororitas .
Having failed or fallen short-change of the hard-and-fast religious codes expected to be followed by the Sisters of Battle sometime in their by, Repentia Sisters seek to earn the emperor of Mankind ‘s grace once more through self-flagellation and finding a brilliant death in the hotness of battle .
Though ultimately outcasts within their own orderliness, they are none the less revered by their fellow sisters, who see them as pilgrims seeking the absolution of end and ultimate sacrifice in the mention of the God-Emperor .
confession and prayer are a a lot a part of a battle-sister ‘s being as Bolter drills and military discipline. Those who fall short of the sisterhood ‘s rigorous codes are subject to many penitential punishments, but in more dangerous cases they may evening be exiled from their order .
These warriors, known as Sisters Repentia, band together into groups that seek redemption in the fires of battle. They are led to war by an lavish religious fanatic known as a “ Mistress of Repentance, ” who judges each exiled Sister ‘s deeds and occasionally, at conflict ‘s end, may declare her sins atoned for. Those rare few who return to the fold of their order Militant are held in awe by their fellows .

Those battle-sisters who seek forgiveness occupy a department of state of grace that many within the Adepta Sororitas draw a bead on to, yet few fall upon. indeed, some sisters willingly exile themselves, finding fault in the smallest transgression in decree to join the Repentia .
The ardor of the Repentia inevitably means that they martyr themselves fighting against hopeless odds, finding in death the absolution denied to them in life
When you choose this Militant Roll you gain Proficiency in Intimidation, Religion, Acrobatics and Constitution Saves .
furthermore you become Proficient with the Evisorator .

Striped of all Possesions

satring at 3rd charge, the sister Repentia is a sister that has been sentanced to a term of Sacrifice, all the sisters possesions are striped from them for the term of Sacrifice. The only items the sister may posses is food and water, religious grave, there armor of religion and the Evicerator a massive chain saw like sword. Furthermore you gain the Savage Repent and Armor of faith feature
Savage Repent: In battle, you fight with hate in the sin you are repenting. On Your Turn, you can enter a Repent as a Bonus Action. While repenting, you gain the trace benefits :
• You have Advantage on Strength and Wisdom Checks and Saving Throws .
• When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage hustle. This bonus increases by 2 at levels 7, 11, 15 and 20 .
• You have Resistance to all damage except Radiant, Necrotic and Force .
Your barbarian repent lasts for 1 minute. It ends early if you are knocked unconscious or if your become ends and you have n’t attacked a hostile creature since your concluding turn or taken damage since then. You can besides end your rage on your turn as a Bonus Action .
once you have used barbarian repent the maximal number of times for your sister of conflict level, you must finish a long Rest before you can savage repent again. You may savage repent 2 times at 3rd degree, 3 at 7th, 4 at 11th, 5 at 15th and 6 at 20th floor .
Armor of faith: While you are not wearing any armor, your Armor Class equals 12 + your Dexterity changer + your Wisdom modifier .

Actions In Repent

Starting at 7th flush advance the Reckless attack and craze features
Reckless Attack: You can throw away all business for department of defense to Attack with ferocious desperation. When you make your first gear attack on Your Turn, you can decide to Attack recklessly. Doing therefore gives you advantage on melee weapon Attack rolls using Strength during this twist, but Attack rolls against you have advantage until your following turn .
Frenzy: You can go into a Frenzy when you savage repent. If you do so, for the Duration of your savage repent you can make a single melee weapon Attack as a Bonus Action on each of your turns after this one. When your savage repent ends, you suffer one degree of Exhaustion ( as described in Conditions ) .

Brutal Repent

Starting at 11th level gain the Improved critical and Savage critical features .
Brutal Critical: You can roll one extra weapon price die when determining the extra price for a critical hit with a melee Attack when in a barbarian repent .
This increases to two extra die at 11th flush, three extra dice at 15th floor and four extra cube at 20th level .
Savage Critical: Your weapon attacks score a critical hit on a roll of 18 or 20 when in a barbarian repent .
Furthermore when you are in a rage you gain Immunity to slashing, Piercing and Bludgeoning damage .

Presistent Repent

Starting at 15th level you gain the Presistant Repent and the not even ability .
Persistent: your beast repent is indeed true that it ends early on merely if you fall unconscious or if you choose to end it .
Not yet: You attain the acme of resilience in battle. At the startle of each of your turns while you are repenting, you regain hit Points equal to 5 + your Wisdom changer if you have no more than half of your Hit Points left .
You don ’ metric ton acquire this benefit if you have 0 Hit Points .

Absolved of all Sins

When a sister repentia reaches horizontal surface 20 the are absolved of all erstwhile Sin aginst the Ecclysarchy. You may now have any item avalible and you still keep your Eviserator and armor of faith as a reminder of your former sins and what path to not walk again .

Retributor

It normally will take years for a Sister to advance to the respected social station of Retributor. These warriors are the most healthy, imperturbable, and determined of all their kind. They are besides amongst their ordering ‘s finest sharpshooters. To this end they are assigned the duty of providing target fire support for their gain sisters. As such, they are typically armed with Heavy Bolters, Multi-Meltas, or Heavy Flamers. These weapons, combined with their ability to identify enemy weak points and optimum fuel solutions, makes them devastating in battle. They typically press fore in struggle, serving as anti-tank and anti-fortification infantry. The more aggressive Orders, such as the order of the Argent Shroud, much send Retributor team forwards in armored transports. [ 4 ]
Retributors believe the Emperor himself guides their aim yet are the most legitimate and healthy of all the Sororitas, a trait that serves them well on the battlefield as they prioritize and dispatch their targets with sedate efficiency. [ 2 ]
When you choose this Militant Roll you gain Proficiency in Intimidate, Survival, Athletics and Dex saves .
furthermore you become Proficient with all All Weapons with the Heavy Property

Retributor

When you choose this Militant roller at 3rd level, you are issued from the Armory Either a Heavy bolter or Heavy Flamer. If you run out of ammunition you can procure more in many ways talk to Your DM about the Requirements of acquiring more ammunition. Furthermore You gain the Signam ability below
Signam: a number of times per short rest, equal to half your Intelligence Modifier ( rounded down to a minimal of 1 ), you may gain advantage on all ranged attacks when firing an issued weapon or the target has disadvantage on saving throws for one round .
At flush 11 you may use this feature a count of time per short circuit rest equal to you intelligence modifier

Immediate action

At 7th grade, a act of times adequate to half your Intelligence Modifier ( Round up ), you may ignore a missfire when firing an issued weapon. You regain the practice of this after you complete a long perch. At level 15 you may use this a number of time peer to your unharmed intelligence .

Armored Judgment

Starting at 11th Gain the Omniscope feature
Omniscope: When you roll wrong for a Issued weapon and roll the highest numeral potential on any of the dice, roll + 1 Damage cube for each cube you rolled the highest on. this includes the dice rolled from this ability

Advancer Gunner

Starting at 15th level, you may now be issued a Multi-melta from your Armory. and you Ignore the Heavy weapon Property with publish Weapons .

Master Retributor

At level 20 –

Seraphim

The Seraphim are elect warriors of the Orders Militant of the Adepta Sororitas who serve as the Sisters of Battle ‘s primary attack infantry. Amongst the highly give warriors of the Orders Militant there are those Battle-Sisters whose religion burns therefore brilliantly that it appears as if the Emperor Himself guides their actions. These angelic warriors are known as Seraphim, and they are entirely trained to use Jump Packs .
More importantly, they are besides taught the co-ordination, dexterity and control to fire two pistols at once. These warriors dedicate many painstaking Terran years to perfecting these arts. Time and again Seraphim have struck like avenging angels, descending into the dense of fighting upon wings of burn, their Bolt Pistols spitting death at their foes .
Seraphim are schooled in their order ‘s most ancient contend techniques, learning to wield their sidearms in barbarous melees as other warriors brandish knives and swords. Seraphim deflect the strikes of their foes with fluid grace before landing a killing blow of their own, typically with a blunt headshot from a Bolt Pistol
When you choose this Militant Roll you gain Proficiency in Insight, Perception, Religeion and Dexterity Saves .
furthermore you become Proficient with all Power Weapons .

Like an Angels

Starting at 3rd degree you gain a jump pack that allows as described in the advance gear part of this book .
furthermore you gain a extra d4 to all melee wrong rolls with Jump pack .

Angelic Flight

Starting at 7th horizontal surface you gain the Evasion and Angelic Dodge features below .
Angels Evasion: your natural agility and jump tamp down lets you dodge out of the means of certain area Effects, such as a Grenade or a Fireball while. When you are subjected to an effect that allows you to make a Dexterity saving shed to take lone half price, you rather take no damage if you succeed on the write throw, and only half price if you fail .
Angelic Dodge: you can use your reaction to dodge out of the way of a projectile when you are hit by a range weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d10 + your Dexterity modifier + your sister of battle degree .

Angelic Blessing

Starting at 11th level you gain the Angelic mind and Angelic body features .
Angelic Mind: you can use your action to end one consequence on yourself that is causing you to be Charmed or Frightened .
Angelic Body: your Angelic Body makes you immune to disease and poison .

Assension

Starting at 15th tied you gain the Angelic soul and Ageless vessel features .
Angelic Soul: you are now technical in all Saving Throws .
Ageless Vessel: you stop aging, and you ca n’t be aged magically. In addition, you nobelium longer need food or urine .

Living Saint

Starting at 20th floor your Divinely bless consistency gains a further connection to The emperors Grace, you sprout a couple of saint wings that allow you to fly a amphetamine equal to 3 x you convention accelerate. with perfect grace .

Vehicle Maiden

some sister find themselves in the vehicle bays of the Ministorum, at beginning you start with a basic rhinoceros and then move up to deadlier vehicles to deliver the emperors justice .
The Immolator is a flame-thrower tank that is used entirely by the Orders Militant of the Adepta Sororitas as a transport and heavy support vehicle. The Immolator is a variant of the common Rhino APC chassis, with the weapon system mounted on the vehicle ‘s ceiling .
Unlike the Razorback used by the Space Marines, which uses a unmanned weapon system, the Immolator needs a Battle-Sister to control the weapon directly. The Immolator is normally armed with twin-linked Heavy Flamers, but can be armed with other weapons as well .
The tank is capable of transporting a squad of up to six members of the Sisterhood into struggle, and unlike the Rhino, the Immolator is able of fighting alongside the sisters as heavy infantry subscribe. The Immolator is normally slightly better armoured than the basic Rhino .
The Immolator ‘s doors and hatches are frequently cast to include the orderliness ‘s symbol or the Fleur-de-lys, the picture of the Adepta Sororitas. These casts are taken from the big Convent Sanctorum and Convent Prioris on Ophelia VII and Terra. Through ancient contracts with the Adeptus Mechanicus, the Immolator is built entirely for the Adeptus Ministorum, and is only used by the Sisters of Battle .
The Exorcist is the primary long-range support fomite of the Adepta Sororitas, besides known as the Sisters of Battle. Besides the Rhino, the Exorcist is the oldest type of vehicle in service to the Sisterhood, the history of the Exorcist goes second american samoa far as the Age of Apostasy. Some exorcist tanks in service today originate from that clock time period, and are heavily venerated and considered sacred by their users. These tanks, of which some are identical exchangeable in appearance to the Space Marine Whirlwind missile cooler, use ancient technologies that are barely understood by the Adeptus Mechanicus today. many of these ancient machines have a reputation as being temperamental and unmanageable, their machine Spirits requiring ceaseless ferment and prayer in orderliness to keep them battle-ready .
The Exorcist exists today in two different patterns, the original Prioris Pattern, which originates from the forges of Mars, and the Sanctorum Pattern, which is constructed on Ophelia VII. Due to Mars being the closest forge World to Terra, and the Emperor Himself, any Prioris Pattern Exorcist originating from there is heavily venerated and each vehicle is regarded as a ferment of art, as much a symbol of the Emperor as a supplier of long-range fire support. While the Sanctorum Pattern is the most coarse blueprint of the Exorcist, it is not held in equally high think of as the original vehicles, which are blessed from the closer divine bearing of the Emperor when they were constructed .
When you choose this Militant Roll you gain Proficiency in Insight, Perception, Religion and Dexterity Saves .
furthermore you become Proficient with all Power Weapons .

Holy Rhino

When you choose this path at 3rd level, you are issued from the Vehicle bay a Rhino tank, refer to vehicle descriptions on Pg. ___ of this book for the rules and profiles for all vehicles .

Immolator

Beginning at 7th level, you are issued a Immolator tank in replace of your Rhino you may switch witch vehicle you want anytime you have access to you vehicle bay .

Immolator Upgrade

At 11th level Your Imooalator may now have a Twinlinked Multi-Melta .

Exorcist

At 15th level you are issued a Exorcist tank With Conflaguration or Exorsist Rounds in replace of your Rhino or Immolator, you may switch enchantress vehicle, type of ammunition or both anytime you have access to you vehicle bay .

Holy Orchestra

Beginning at 20th horizontal surface, you may now have a rent allotment of rounds and when you fire each attack you may pick witch round you want to fire .

Sister Superior

Sister Superior is a absolute within the Sisters of Battle. It is equivalent to the Veteran or tempestus Psycion used by many military organizations. Sister Superiors may command squads of Seraphim, Dominion and retibuters. Often Sister Superiors who have survived many battles will be referred to as Veteran Sister Superiors and have special access to the armory and more advanced Swords coach .
When you choose this Militant Roll you gain Proficiency in Persuasion, History, Athletics and Dexterity saves .
furthermore you become Proficient with all Power Weapons .

Swordmaiden

When you choose this Militant hustle at 3rd grade, you learn maneuvers that are fueled by extra dice called superiority die .
Maneuvers. You learn three maneuvers of your choice. many maneuvers enhance an attack in some direction. You can use only one maneuver per attack. You learn two extra maneuvers of your choice at 7th, 11th, and 15th level. Each clock time you learn fresh maneuvers, you can besides replace one tactic you know with a different one .
Superiority Dice. You have a number of superiority cube equal to you Proficiency bonus + your Wisdom, which are d8s. A superiority die is expended when you use it. You regain all of your spend transcendence dice when you finish a inadequate or long lie .
Saving Throws. Some of your maneuvers require your target to make a save throw to resist the maneuver ‘s effects. The saving throw DC is calculated as follows :
Maneuver save DC = 8 + your proficiency bonus + your Wisdom modifier
At 10th level, your superiority cube turn into d10s. At 18th level, they turn into d12s .

Study Thy Enemy

Starting at 7th level, if you spend at least 1 moment Reading about, observing or interacting with another creature outside fight, you can learn sealed information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or deficient in regard to a number of the follow characteristics of your choice equal to your Wisdom changer, If a target of this is killed you may still benefit from this ability if the aim was a generic enemy that you may face again, for example if you studied some Chaos cultists you will retain these bonuses against all cultist for the duration .

  • Strength score
  • Dexterity score
  • Constitution score
  • Wisdom Score
  • Intelligence Score
  • Charisma Score
  • Armor Class
  • Current hit points
  • Total levels, or CR if any
  • Resistances
  • Immunities

furthermore you gain a bonus to all attacks, damage, saves and ability checks equal to your Wisdom modifier against a studied target for 24 hours after you studied them .

Divine Champion

Starting at 11th horizontal surface you gain your Wisdom modifier extra devotion or Superiority dice you re gain all these dice after you complete a farseeing perch, during the long rest you must pick how many of witch die you want .

Emperors Judgment

Starting at 15th grade, You may use you Study thy enemy ability on any prey not just you gain the bonus to all attacks, damage, saves and ability checks equal to your Wisdom modifier against a all targets not barely studied targets .

Master Swordmaiden

At tied 20 you become a maestro of the battlefield. You now know all the maneuvers .

Tech priest

A Tech-priest, besides spelled Tech-Priest, is an adept of the Adeptus Mechanicus of the Imperium of Man who is broadly creditworthy for maintaining all of the advanced technology of the Imperium, enlarging the Imperium ‘s stocks of technical cognition and conducting what small newfangled scientific inquiry occurs within the Imperium since the end of the Horus Heresy .
Tech-priests are members of the Cult Mechanicus, the Cult of the Machine, a priesthood which forms an ecclesiastical hierarchy for the Cult Mechanicus of technicians, scientists, and religious leaders who believe that cognition represents the lone true divinity in the universe .
The Tech-priests provide the rest of the Imperium with its technicians, scientists and engineers. Though their bodies much incorporate many inorganic components as bionic replacements, Tech-priests are fully homo, unlike the cybernetic Servitors created by the Adeptus Mechanicus that carry out most of the clayey tug for all of the Imperium ‘s myriad organisations and enterprises .
Despite the ceaseless hunger for cognition of all branches of the orderliness, most Tech-priests of the Adeptus Mechanicus have lost the ability to innovate. no longer the passkey of its creations, the Cult Mechanicus is enslaved to the past. It maintains the glories of past with ritual, dogma and decree rather of on-key sagacity and inclusion .
evening the theoretically simple process of activating an locomotive is preceded by the application of ritual oils, the burn of sacred resins and the chant of long and complex hymn. Should mechanisms break down, as they frequently do in overhaul to the Adeptus Mechanicus ‘ war effort, a replacement must be found, or cognition of how to repair the existing matchless must be learned .
Across the galax, thousands upon thousands of Mechanicus armies and fleets are already searching, guided by a database begun before the birth of the Imperium. once found, such items and cognition are confiscated at all costs in the diagnose of the Adeptus Mechanicus .

Prerequisites To be a Tech priest you must be the cult Mechanicus Race

Level Proficiency Bonus Features Schematics Known Trivial Simple Advanced Intricate
1st +2 Device Creation and use, Techno Specialty, Augmetics 8 4 2
2nd +2 Mechedendrites 9 4 2
3rd +2 Repurposed 10 4 3
4th +2 Ability Score Increase 12 5 3
5th +3 Blessing of the Omnissiah, Techno Specialty feature 11 5 4
6th +3 Adept Operator 13 5 4
7th +3 Rapid Reconfiguration (3) 15 5 4 1
8th +3 Ability Score Increase 16 5 4 2
9th +4 Techno Specialty feature 17 6 5 2
10th +4 Second mechadendrite, Blessing of the Omnissiah (2) 19 6 5 3
11th +4 Extra Attack, Rapid Reconfiguration (4) 20 6 5 3
12th +4 Ability Score Increase 21 6 5 3
13th +5 Techno Specialty feature 23 6 5 4
14th +5 Blessing of the Omnissiah (3) 24 6 5 4
15th +5 Rapid Reconfiguration (5) 25 6 6 4 1
16th +5 Ability Score Increase 27 6 6 5 1
17th +6 Techno Specialty feature 28 6 6 5 2
18th +6 Blessing of the Omnissiah (4) 29 6 6 5 2
19th +6 Rapid Reconfiguration (6) 31 6 6 5 3
20th +6 Ability Score Increase 33 6 6 5 3

Class Feature

As a Tech priest you gain the adopt class features

Hit Points

  • Hit Dice: 1D8 per level
  • Hit points at 1st level: 8 + your constitution modifier.
  • Hit Points at Higher Level: 8 + your Constitution modifier per Tech priest level after 1st

Proficencies

  • Armor: Light
  • Weapons: All simple and Martial weapons Plus Stub/Auto, Mechanicaus, plasma, Grav, Las and Flame weapons.
  • Tools: Disguise kit
  • Saving Throws: Intelligence, Wisdom
  • Skills:
    Choose 4 skills from, Acrobatics, Athletics, Warp, Deception, History, Insight, Investigation, Perception, Religion, Tech, Science

Equipment

Tech Priest newcomer Kit

Device Creation and use

You are skilled at building mechanical devices that perform assorted functions and incorporating them into your invest, armor, weapons and other gear .
Schematics log: Devices are built using schematics which show the plan parameters and intend operation of the device. Each schematic has a grade of complexity that is classified as superficial, simple, advanced or intricate .
Your book has a count of schematics of your choice from the number of schematics presented at the end of this class shown in the schematics Known collum. The Schematics Known column of the technical school priest table shows when you learn extra schematics .
Building a devices: When you have the matireals and you have wrote your schematic into your schematic book you may attempted to build the device. Consult the DM for what checks and use the table below for how many to make. Most builds will be treated as a skill challenge in varying difficulty as seen on the table below .
Learning a conventional and turning the schematic into a work device costs an amount of money and time depending on the level of complexity. These costs include the parts and components needed to build the device a well the prison term spend prototyping, testing and troubleshooting the device to perfect its operation. The costs and time required for build up and learning a new conventional are :

Complexity Level Cost to Build Time to Build Build DC Time to learn Skill Challenge Level
Trivial 5 – 10 1 – 2 hour 15 2 – 4 hours 3/2
Simple 25 – 75 4 – 6 hours 20 6 – 10 hours 5/3
Advanced 100 – 350 8 – 10 hours 25 8 – 16 hours 7/4
Intricate 800 – 1650 24 – 48 hours 30 48 – 96 hours 9/5

Operational Devices: It takes time and attempt to build and maintain your devices in working order. Repairs and preventive care and Canticals must be performed, sprockets greased, springs wind, coolant refilled, capacitors recharged, rites of awakening etc. For this reason, you can only maintain a limited number of devices at any one time, as shown on the engineer mesa. As you level up, you become more skilled at build up and maintaining these devices and are able to keep more of them functional at any one meter .
Each Device is may integrated into a detail, dress or equipment as specified in the conventional description. multiple devices using different schematics can each be integrated into the like piece of equipment or be made as a seaperate devices if fesible. Each equipped device increases the weight of the detail it is integrated into by 2 pounds .
You prepare your operational devices from the devices that you have built. In orderliness to issue a devices you must have an available devices slot of the lapp or higher tied of complexity as the schematic for the devices .
Because of the expertness required to Recharge these gadgets and amount of personal customizations that each engineer makes to their devices, only the mastermind that built the device may recharge it .
Whenever you complete a long rest you can reconfigure your number of active devices, changing which devices you have operational from among the other devices you have built. You can besides remove a devices from a single objet d’art of equipment and install it onto a different piece of equipment whenever you reconfigure your devices. You must have access to your chub mackerel ’ sulfur tools, artificers tool, technical school cock or a combination of any of them in order to reconfigure your equip devices .
Activating Devices Some devices provide a continuous benefit angstrom long as the device is equipped. other devices have an effect that requires you to take an military action in order to activate it. The type of carry through required to activate the effect will be listed in the description of the devices .
Object Interactions. Most devices are easy to activate, requiring you merely to flip a substitution or twist a dial. A device with an effect of this type can be activated at the lapp time you either move or take another carry through ( such as an assail action ). Some devices which can be used as weapons may require you take both an object interaction and an attack legal action at the lapp meter. You can activate a moment devices effect that requires an object interaction on your turn by taking the Use an Object action. ( See PHB pages 190 and 193 for more data about what sorts of actions can be combined with other actions. )
Actions. A device effect with an activation time of 1 action requires that you focus your attention on the device in order to use it .
Reactions. Some device effects can be activated as reactions. These effects are activated in response to some event. If a device can be activated as a chemical reaction, the conventional description will tell you precisely when you can use it .
Stacking Devices Activations You can not activate two device effects that both require 1 action during the same change by reversal. You can activate both a appliance that requires 1 action and another appliance that requires alone an object interaction by combining both activations into one action or by using the bonus action granted by your Fast Activation feature .
Device Attack Rolls and Saving Throws Some devices can be used as weapons, allowing you to make an attack roll. The ability score bonus added to this attack roller is listed in the textbook for the schematic for that particular device .
Device attack modifier = your proficiency bonus + the ability score modifier listed in the device description Your Intelligence changer sets the DC for saving throws against effects created by the use of your device .
Device save DC = 8 + your proficiency bonus + your news modifier
Nonmagical Nature Although some devices create effects which are similar to those created by certain spells and magic items, devices and their effects are inherently non-magical. A devices, or the effect created by a devices, can not be detected or dispelled using abilities that work on magic. Spells such as Detect Magic, Dispel Magic, Counterspell/deny the witch or Antimagic Field have no effect on the operation of a devices .

Techno Specialty

Starting at 1st charge, different Tech Priests choose different ways to help in the Omnissiah will. Pick a Techno peculiarity listed later in this class .

Augmetics

starting at 1st tied You gain 2 cybernetic augmentations of your choice as described in the Cybernetics part of this book. You gain Another cybernetic augmentation at levels 3,6,9,12,15 and 18 .

Mechacdendrites

Starting at 2nd level you gain one Mechadendrite. At Level 10 you gain a second Mechadendrite of your choice on your other shoulder, nether one of these count toward your allowed 2 spinal anesthesia Augmetics .

Repurpouse

Beginning at 3rd level, you can use your downtime to scavenge spare parts, utilitarian chemicals, and raw materials which you can use to build your devices or to craft items. In orderliness to do then, you must be in a beehive city, scrapyard, wreckage or another location where such items might be found. Your DM may limit the handiness of certain types of materials depending on the localization where you are scavenging. For each hour that you spend scavenging, you can locate 1D10 RP plus your technical school priest floor worth of such materials. You can use the resources you collect while scavenging to pay the material cost of Building a new device schematics, creating or repairing a clockwork companion, or as natural materials for crafting with artisans tools with which you have proficiency .

Ability Score Improvement

When you reach 4th charge, and again at 8th, 12th, 16th, and 20th grade, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can ’ thymine increase an ability score above 20 using this sport .

Blessing of the Omnissiah

At 5th tied you gain one of the following traits below. As an action you may make one Constructs within 30ft of you gain the Chosen benefits for a count of rounds equal to You 1d6 + your Wisdom bonus. you regain the use of this after you complete a long rest .

  • The target on each of its turns may make one extra attack or a move as a free action
  • The target suffers no penalty from the Heavy weapon property.
  • The target gains Your level x 5 Temporary Hit points
  • The target Gains a bonus to AC equal to you Wisdom bonus
  • The target has a bonus on all save equal to your Wisdom bonus made by the Vehicle or the Driver of it.

At levels 10, 14 and 18 you gain one more of these Traits, when you use your blessing you apply all the traits you know to the target for the duration

Adept Operator

Starting at 6th charge you can use a bonus natural process on each of your turns in combat to take the Use an Object natural process, or to use your Tinker ’ south tools to attempt to disarm a trap or open a lock. furthermore gain the Quick Charge Feature. This may be done a number of times per day equal to half your Dexterity modifier ( rounded polish to a min of 1 ). You regain all uses of this after you preform a retentive pillow .
Quick Charge: As an action you may recharge one device you have used, as if you had completed a short rest .
At level 12 you may use the flying charge feature a issue of times per day peer to your Dexterity modifier .

Rapid Reconfiguration

Starting at 7th level whenever you complete a abruptly pillow, you may reconfigure up to 3 of your equipped devices, switching them with different devices from the devices you have made. You must have access to your Artisans tools in decree to reconfigure your equip gadgets. At 11th level the count of equip devices you can reconfigure increases to 4 and it increases again at levels 15 and 19 .

Techno Specialty

Engineseer

An Enginseer, besides called a Tech-priest Enginseer, is a tech-priest of the Adeptus Mechanicus whose specialization is the maintenance and repair of the many technical instruments of the Imperium of Man, both in peace as in war .
Enginseers are engineer mystics, members of the Adeptus Mechanicus who are dedicated to the Machine God and steeped in arcane cognition. Enginseers are the most normally seen members of the Mechanicus, for they are deliver wherever a reasonably technologically advance human colony resides .
By virtue of the ancient Treaty of Mars, many Enginseers are attached to the Astra Militarum and Imperial Navy, maintaining and repairing the Imperium ‘s vehicles, aircraft, starships, and early wargear and ensuring that the warriors who prosecute the Emperor ‘s wars always have the means to do so .
These cybernetic holy place men stand aloof from the Imperial Guardsmen, concerned only with tending to the Machine Spirits of their foster regiment ‘s many vehicles and weaponry .
Thanks to aim and a life of servitude to the Machine God, Enginseers can soothe tied the most combatant of Machine Spirits with binary prayer and mystic rites. indeed, without the chanting application of the Enginseers, and their hardworking care, the Imperial Guard and Imperial Navy would soon grind to a halt .
Enginseers besides appear in the armies of the Adeptus Mechanicus and, although their role still centres around their mechanical charges, they are quite able of leading an army of the Omnissiah ‘s disciples to war .
To the soldiers of the Imperial Guard, an Enginseer is a mysterious figure, but within the Adeptus Mechanicus, he is just another cog, albeit a full of life one. While early tech-priests concern themselves with the Quest for Knowledge, Enginseers take on a more utilitarian function, tending the Servitor flocks and acting equally custodians to the machines they serve
When you choose this Techno Specialties you gain Proficientcy in Religion, Tech Tools, Artificers tools and Strength Saves .
furthermore you become Proficient with the All Omnissian axe, the choose weapon of the Omnissiah ant the machine cult .

Adept of Mars

Beginning a 1st flush you gain a cortege of servitors Equal to half your Intelligence bonus, which you control via telepathic link. Discuss the price and time required to acquire this manufacture with your DM. See nonproliferation center Minions part of this reserve for the stats .
On each of the your turns you can command the NPCs with verbal ( no carry through required ) or hand and arm signals ( Bonus Action required ). if you do you decide what military action the NPC will take and where it will move during its turn, or they can issue a general command, such as to guard a particular chamber or corridor. If they issue no commands, the Npc entirely defends itself against hostile creatures or its controllers military target. once given an order, the NPC continues to follow it until its undertaking is complete .
At 13th level you may have a number of servitors equal to your whole news Modifier alternatively of one-half .
Furthermore, you get a Construction Kit, The construction Kit has 2 parts this beginning is a Maintenance kit with 10 uses, the moment part is Artificers Kit with 5 uses. You besides gain the Blessings of Maintenance Feature, See below
Maintenance Rituals: As an military action you may expend one consumption of the Artificers kit and Roll a Intelligence ( Artificers tools ) check DC. 15 if passed regenerate 1D12 + your intelligence changer hit points to a vehicle or construct in touch range. This increases by one d12 at levels 7, 11, 15 and 20. the DC increases by 5 each clock time you use this feature on the same Vehicle unless that fomite has preformed a short rest. If you fail the Artificers creature discipline it still consumes a use of your Artificers Kit

Nurish the machine Spirits

Starting at 5th level You have a pool of Healing points that replenishes when you take a hanker Rest. With that pool you may nowadays use the nourish the Machine feature of speech below, you can restore a entire numeral of Haul Points equal to your Tech priest horizontal surface x 10 .
As an action, you can touch a Vehicle and draw points from the pool to restore a number of Haul Points to that Vehicle, up to the maximum amount remaining in your consortium .
alternatively, you can expend 10 Points from your pool of Healing to remove one condition or consequence from the vehicle. You can remove multiple conditions of effects with a single use of this ability, expending 10 Points for each one .

Rebuild the Machine

Starting at 9th charge, your cognition of Machinery has reached a new tableland. If a Vehicle or Construct is not excessively far gone, you can Rebuild it. As a 8-hour ritual, once per long rest you may Rebuild a Destroyed But not exploded Vehicle. It entirely returns to Half its total HP, but may be healed foster .

Entice the Machine Spirits

Starting at 13th charge you may use your Blessing of the omnissiah ability a number of clock time equal to your Wisdom modifier. the uses of this ability replenish after a long rest .

Omnissiahs Gift

Starting at 17th level as a 1 hour you may give one vehicle within 30ft the effects of the Blessings of the Omnissiah for 24 hours. You regain the used on this after you preform a retentive perch .

Genetor

basically geneticists, a Genetor is a high-level Adeptus Mechanicus Tech-priest who studies all matters genic and biological. sometimes referred to as a Magos Biologis, a Genetor numbers alongside the Logis, Artisan and Magos ranks of the Adeptus Mechanicus as members of its opinion Priesthood, possessing access to knowledge and resources far beyond that of the lesser Enginseers and Lexmechanics. A Genetor ‘s master compulsion with organic life sentence often makes them seem strange to their more mechanically-inclined brethren. For the most part, Genetors differ small from other Tech-priests — they bear the lapp manner of augmetic implants, reverence information and understanding as the demonstration of divinity, and engage upon the Quest for Knowledge in much the lapp way. The remainder is that they are not thus quick to judge flesh and blood as inferior to steel and plasma and position exist creatures as extremely building complex and adaptable machines. Where some are capacity to make this notice distantly, others embrace it, seeking to improve their forms not with steel, but with better flesh and better blood. To an ignorant perceiver, a Genetor may appear small different to any other Tech-priest when swathed in their crimson robes. however, where most Tech-priests ’ mass is derived from steel reinforcing stimulus and implanted armor plate, a Genetor may have augmented himself with vat-muscle, toughened skin, and organic-reinforced bones .
Another duty of Genetors is receiving and studying the command gene-seed tithes of all Space Marine Chapters for genetic corruption or deficiencies. The Horus Heresy had revealed weaknesses in the gene-seed of several Space Marine Legions. These defects had been exacerbated by the accelerate gene-seed cultivation techniques needed to keep the huge formations of the Space Marine Legions up to potency in the frightful conflicts being fought at the time of the Great Crusade. The insidious powers of Chaos had been able to manipulate this corruption to turn Horus and many of the Space Marines under his instruction against the Emperor. Once Horus was defeated following the Battle of Terra, it was decided that the forces of the Imperium would be reorganised so that a similar catastrophe could not be repeated. The Space Marine Legions were divided up to create one chapter of the like name as the original First Founding Legion and many other Chapters with fresh names. This consequence was called the Second Founding, and over two twelve far Foundings have occurred in the ten millennium since .
During the Second Founding, it was determined that the first objective of the Magi Biologis was to recognise and expunge these genetic weaknesses. Space Marines would be created and trained slowly. The store gene-seed used to cultivate the Astartes implants that turn a normal man into a Space Marine would be cautiously monitored, and cultivated organs would be topic to the most rigorous tests of purity. Young Initiates would undergo rigorous trials of physical and psychological suitability before they were accepted, and alone those of the highest quality would be chosen. On Terra, the Adeptus Terra created familial repositories to produce and store Space Marine gene-seed. These storehouse facilities were used to provide new gene-seed for newly Founded Space Marine Chapters. To prevent cross-contamination, the genetic material of each of the old Legions was isolated. Henceforth, the modern Space Marine Chapters would receive gene-seed only from their own genetic stock. The remaining stocks of gene-seed taken from the Traitor Legions before their hang to Chaos was placed under a time-locked stasis seal, although many believed these dangerous stocks should be destroyed. By taking direct control of the genic stocks, the person Adepts of Terra could ultimately control the Space Marines in the awaken of the Heresy, for they entirely now had the power to destroy or create Chapters of the Adeptus Astartes at will .
When you choose this Techno Specialties you gain Proficiency in Science, Medicine, Alchemy Tools and Inteligence
furthermore you become Proficient with the All Omnissian axe, the choose weapon of the Omnissiah ant the machine cult .

Laser Skin Grafter

Starting at 1st level you have a pool of Healing points that replenishes when you take a long Rest. With that pool, you may nowadays use the Laser skin Graft feature. You can restore a total count of Hit Points peer to your Tech Preist level x 5 .
Laser Skin Graft As an action, you can touch a animal and draw from the pool to restore a number of Hit Points to that creature, up to the maximum come remaining in your pool .
alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and counteract multiple Poisons with a unmarried consumption of Lay on Hands, expending Hit Points individually for each one .
furthermore you gain the Spare the die cantrip .

Craft the Flesh

Starting at 5th level, you may prepare yourself with a number of spells equal You to your intelligence modifier + your proficiency bonus. You can pick from the spells Cure wounds, Revivify, Haste, Lesser Restoration and Aid spells, all the spells will have a range of refer and 1 target. The cure wounds and aid spell will be cast as a grade adequate to your intelligence modifier and the haste enchantment lasts for only 1D8+2 rounds, use your news as your spell casting ability modifier .
Although you use spell they are considered nonmagical, because you use varius self created mechanical devices to do your work .
At 9th level you can now prepair 2 x your Intelligence + proficiency bonus per retentive rest .
At 13th level You may prepare yourself with a phone number of spells adequate You to your intelligence modifier + your proficiency bonus x 2 .

Poison the Flesh

Satring at 9th grade, your cognition of biology allows you to know its weakneses aswell. Gain the Poison spray cantrip and you may immediately prepare yourself with spells Cloudkill, Contagion and re of illness. The ray of illness is at a charge equal to your intelligence modifier. Use your intelligence as your while casting ability changer .
Although you use spell they are considered nonmagical, because you use varius self created mechanical devices to do your exploit .

Rebuild the Flesh

Starting at 13th flat, your cognition of Medicine and Machine has reached a new tableland. If a creature is not besides far gone, you can bring them back to life or regenerate a limb. You may now prepair yourself with the spells Grater renovation, Regenerate and Heal without material components. use your news as your spell casting ability modifier .
Although you use spell they are conciderd nonmagical, because you use varius self created mechanical devices to do your work .

Magos Bioligis

At 17th floor you may cast the true resurrection spell as a 18-hour ritual go once per day provided the Brain was Preserved. The capable will have bio mechanical parts after completion of the ritual. due to the reconstruction of the body and the savarity of it is due to how much of the body you have to work with .

Magos Dominus

Magos Dominus ( fem : Magos Domina ), known besides as a Tech-priest Dominus, is a elder Tech-priest of the Adeptus Mechanicus who commands the Mechanicus ‘ military forces and seek to advance military technology .
The Magi of the Priesthood of Mars are the masters of much of what remains of the huge and potent military secrets of the Dark Age of Technology, particularly the ancient technology of battle robots, the Battle-Automata. To them the pastime and conservation of the arcane mysteries of skill and circuit are of far greater worth than fiddling wealth, worldly might or the lives of their chap men .
A Tech-priest Dominus may live for many criterion centuries or even millennia, prolonging their biography through arcane science and progressive cybernetic conversion, willingly becoming something early than human as they seek to fulfil the Omnissiah ‘s will .
Shapers of destruction, masters of the Cult Mechanicus, the Tech-priests Dominus can reduce integral worlds to ruin. They can command a city to be broken down until not a single rockcrete brick rests upon another, or order an entire healthy species eradicated and expunged from the history books .
These feats they accomplish not through statesmanship, but via the grim, merciless application of firepower, for it is they that command the Mechanicus ‘ Skitarii Legions, Electro-priesthood and Legio Cybernetica .
The boast rank of Dominus is bestowed only on those of the Cult Mechanicus with a genuine endowment for war ; those who believe the domination of the Machine God is to be proven at every opportunity. Though they are equally likely to hail from the laboratories of the Magos Biologis as they are from the war halls of the Magi Militarum, each is an adept in weapons arcana .
To them the secrets of the battlefield are laid bare. Every bullet ‘s ballistic trajectory, every las-pack ‘s current capability and every struggle engine ‘s optimum fire solution flickers in their mind ‘s eye. They feast on raw data and cerebro-stimulants, allowing them to coordinate frontline tactics and exload war-psalms from their Vox array even as they visit end personally upon the enemy .
none are safe, for a Tech-priest Dominus can tear the Machine Spirit from a super-heavy tank tied as he blasts its infantry escort to coiling wisp of steamer. To augment their own formidable weaponry, the contents of the huge vaults of the Forge Worlds are available to the Tech-priests Dominus, allowing them to carry to war ancient relics capable of extraordinary feats of destruction .
When you choose this Techno Specialties you gain Proficientcy in Technology, Tech Tools, Artificers tools and Constitution Saves
furthermore you become Proficient with the All Axes, the chosen weapon of the Omnissiah ant the machine fad .

Chanticals of the Omnissiah

Starting at 1st degree, you gain two Chants of you choice. at levels 5, 9, 13 and 17 you gain one more chant. As an action the dominus may begin a chant the slang can last up to 10 rounds provided the dominus can speak, to continue the tone. the dominus must be able to virbilise words. Any friendly Skitari, Tech preist, Techmarine, Cult Mechanicus, Construct or Vehicle within 30ft, that can here the chant may benefit from it, each tone is detailed below. You may only maintain one Chant at a time. You may initiate a number of chants between rest peer to your Wisdom modifier. You regaining the uses of this sport after preforming a long perch .
Incantation of the Iron Soul Each prey within the range of this chant, regains an amount Hp equal the Chanters Wisdom bonus at the end of the Chanters turn .
Chant of the Steel Fist Each target within the compass of this chant, has a bonus to all Melee attack and melee damage rolls peer to your Wisdom Modifier .
Benidiction of the Omnissiah Each target within the range this tone, has a bonus to all Ranged approach and ranged wrong rolls equal to your Wisdom bonus .
Shroudpslam Enemies attacking any target within stove of this tone has disadvantage on all ranged attack rolls made .
Invocation of Machine Might Each prey within the crop of this tone, temporarly removes all levels of exhuastsion and Gains your Wisdom modifier in Temporary hit points each round of golf .
Litany of the Electromancer Once per turn when this chant starts and during this Chant any Creature that starts or ends its turn within scope of the tone takes an sum of lightning price equal to your wisdom bonus .

Augmetic Abbomination

Starting at 5th level, you augment your robotic body with many cybernetic Augmentations, you gain 5 cybernetics, you gain one fresh one at levels 10,15 and 20

Lord of the Machine cult

Starting at 9th level any friendly cult Mechanicus, Tech priest, Techmarine, manufacture or Vehicle gain a bonus to all Science, History, Technology Skill check and all Dexterity, Wisdom and Intelligence saves made while they are within 10ft of the Dominus equal to your Wisdom Modifier. At flat 13 this increases to 20ft and again to 30ft at 17th level .

Mecha-dominator

Starting at 13th level any vehicle or manufacture that targets the Dominus and is within 30ft has disadvantage on the attacks and you have advantage on saves against effects from vehicle At 17th horizontal surface this increases to 60ft .

Arch Magos Dominus

Staring at 17th floor You are immune to the effects of Charm and Fear Conditions. Furthermore A number of times adequate to your Wisdom modifier, you may cast the Dominate Monster spell on a fomite in image the DC of the keep open is equal to 8 + you proficentcy bonus + your Wisdom modifier. You regain uses of this feature after you complete a long perch .

Fabricator

A Fabricator is a master Techpriest set to the tasks of crafting advance technical devices like all Tech priests but a storyteller knows, the assign about making the most of the materials they use to amplifying the Actions of the devices they create. much looked at as Techno Magi, you never know what device they will use following .
When you choose this Techno Specialties you gain Proficientcy in Science, Technology, Tech Tools and Dexterity Saves Pick one of these, then double you Proficiency bonus when making checks with that skill .
furthermore you become Proficient with the All Axes, the choose weapon of the Omnissiah ant the machine cult .

Expert Fabricater

as you continue to Create devices you get better making them easier and more brawny .
At 1st level Your DC to build a Device is reduced by 5 and gain extra Gear .
Extra Gear: you may immediately own double over the normal devices you are alloted, half must be equipped to you or your gear and the other half must be given to Others or not used but may be on the technical school Priest for use with rapid reconfiguration .

Scavenger

Starting at 5th level, you add your Intelligence modifier when making rolls for a gold sum when useing the repurpose feature of speech. This increses to x 2 at level 9, x 4 at tied 13 and x 8 at tied 17 .

Enhanced Device

Starting at 9th level, Each divice that has a recharge after short lie may be used twice ahead needing to be recharged. This increases to 3 times at 17th level .

Expedited Fabrication

Starting at 13th level, you may Create 1 device per long rest, in minimal time it would normaly take .
At 17th level when you expedite a creation. it costs the minimum compulsory price and you may expidite one more creation per long remainder .

High Fabricator

Starting at 17th level, you may pass an sum of skill see when creatine a device equal to your inteligence modifier. you regain uses of this feature after you preform a farseeing lie .

Cybernetica Datasmith

A Cybernetica Datasmith is a specialist crying of Adeptus Mechanicus Tech-priest who programs the Kastelan Robots of the Legio Cybernetica at the maniple level, much having to do so in the thick of struggle. They have access to the dizzy array of weapons and secret of their Forge World ‘s arsenals, which they use in defense of themselves and their charges .

When you choose this Trooper Doctrine you gain Proficiency in Science, Technology, History and Intelligence saves .
furthermore you become Proficient with all Special Weapons .

Battle class Mechanicus Robot

Beginning at 1st horizontal surface, you gain a Robotic construct which you control via telepathic liaison. Discuss the cost and time required to acquire this reconstruct with your DM. You can entirely control a single Robot at a time. Use the Battle class Robot stats in chapter 3 Vehicles and Minions .

Sacred Data Tether

Beginning at 5th degree, you form a more potent connection to your Robot. On your turn you may use your bonus action and make your Robot may use the Dash, dodge, Disengage or Help action .
furthermore, If you are attacked on your turn, you may use your reaction to have your robot make one attack against the aim that attacked you .

Battle class Upgrade

At 9th tied, your Battle Class automaton gets the the Multi Attack feature of speech, your automaton may make 2 Attacks each turn and it gains reactive Plating ability the Kastelan class Robot has .

Kastelan Class Mechanicus Robot

Beginning at 13th level you gain a Kastelan classify automaton which you control via telepathic link. Discuss the cost and time required to acquier this construct with your DM. You can only control a one Robot at a time. Use the Kastelan Robot Stats in chapter 4 Vehicles .

Coordinated Attack

Beginning at 17th degree, you and your automaton form a Perfect crusade team, one that the Omnissiah would be Proud of. When you use the Attack natural process on your go, if your Robot can see you, you may Use your bonus action to have you robot make one attack agains the like target .

Skitarii Trooper

The Skitarii ( sing. Skitarius ), besides known as the Tech-Guard and the Legiones Skitarii, are the cybernetic military forces of the Adeptus Mechanicus of the Imperium of Man .
To a man, the Skitarii are warriors born. They take pride in their holy work, glorying in the power of the Omnissiah as He drives them to always greater feats. Reticules and calibrators pick out targets with preternatural accuracy, Galvanic Rifles bark and servitor-bullets find the skulls of the enemy .
Rad Weapons bear with martyr ‘s force turn the battlefield ever more toxic until it is ampere befouled as the Red Planet ‘s own wastes. On titanium limbs the Skitarii stalk the war zones of the galaxy, looking from above like the column of rust-ants that hunt the dunes of Mars .
Their boundless religion in the Machine God and His forcible personification, the Omnissiah, drives them on without sleep. Their meditations on divinity are rest adequate .
once contact is made with the enemy their pace does not slacken, so far neither does it increase. With the plain of shivers the Skitarii receive doctrina imperatives from Tech-priest masters in sphere. Rifles and carbines are raised to shoulders in perfect unison, and bloody war begins .
Skitarii are used to defend Mechanicus Forge Worlds, manufacturing installations elsewhere in the Imperium and frequently attach to high-level Tech-priests and Magi as their bodyguards. Skitarii besides serve as the arm forces that defend the Mechanicus ‘ Explorator vessels that explore the astronomic frontier .

Prerequisites To be a Skitarii Trooper you must be Cult Mechanicus

Skitarii safeguard the massive war engines of the Centurio Ordinatus a well as Titans on crusade from boarding actions and prevent hostile forces from reaching the war engines ‘ dead zone, where its chief weapon batteries are useless .
A total of Titan Legions maintain their own Skitarii detachments for this function, known as Secutarii, and if they do not, their Mechanicus masters will provide ample forces to protect the God-machine

Level Proficiency Bonus Features
1st +2 Combat Protocol, Trooper Doctrine
2nd +2 Reconstruction Bionics (1 use)
3rd +2 Enhanced Actuators (1 uses)
4th +2 Advanced Protocol
5th +3 Trooper Doctrine Feature, Extra Attack
6th +3 Combat Protocol (2)
7th +3 Robotic Resistance (1 use)
8th +3 Advanced Protocol
9th +4 Reconstruction Bionics (2 use)
10th +4 Trooper Doctrine Feature,
11th +4 Extra Attack (2)
12th +4 Robotic Resistance (2 uses), –
13th +5 Trooper Doctrine Feature
14th +5 Combat Protocol (3)
15th +5 Enhanced Actuators (2 uses)
16th +5 Advanced Protocol
17th +6 Trooper Doctrine Feature,
18th +6 Robotic Resistance (3 uses)
19th +6 Extra Attack (3)
20th +6 Combat Protocol (4)

Class Feature

As a Skitarii Trooper you gain the follow class features

Hit Points

  • Hit Dice: 1D10 per Skitarii Trooper level
  • Hit points at 1st level: 10 + your constitution modifier.
  • Hit Points at Higher Level: 1D10 (or 5) + your Constitution modifier per Skitarii Trooper level after 1st

Proficencies

  • Armor: Sheilds
  • Weapons: All simple and Martial weapons plus all Auto/Stub, Mechanicus, Plasma, Melta, Flame, Grave weapons.
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  • Tools: Tech tools
  • Saving Throws: Dexterity, Constitution
  • Skills:
    Choose 2 skills from Acrobatics, Athletics, Intimidation, Investigation, Perception, Technology

Equipment

Skitarii newcomer kit

Combat Protocol

You adopt a particular protocol as your forte. you gain one of the abilities below, At flush 10 you get to pick one more

Ranged

You gain a +2 bonus to attack rolls you make with range weapons .

Defense

While you are wearing armor, you gain a +1 bonus to AC .

Dueling

When you are wielding a melee weapon in one hired hand and no early weapons, 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 re-roll the die and must use the new roll, even if the new roller is a 1 or a 2. The weapon must have the ambidextrous or versatile property for you to gain this benefit .

Protection

When a animal you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a carapace .

Two-Weapon Fighting

If you are engaged in two-weapon active you can add your ability modifier to the damage of the second attack .

Mobility

You gain +5 foot movement .

Trooper Doctrine

At 1st level, you choose a Doctrine that your new self is to assume. Choose Ranger, Vanguard, or Sicarian, all detailed at the end of the class description. The Doctrine you choose grants you features at 1st level and again at 5th, 9th, 13th, and 17th horizontal surface .

Reconstruction Bionics

At 2nd flat you have You have Enhanced your Bionics you can activate to heal you. On your turn, you can use a bonus action to regain hit points peer to 1d10 + your Mechanicus, Trooper level. once you use this feature, you must finish a short or long pillow before you can use it again. this ability is separate from your racial Bionics ability .
At level 9 you gain 1 more consumption of this feature of speech .

Enhanced Actuators

Starting at 2nd level, you can push your robotic body beyond its normal limits for a moment. On your plow, you can take one extra action .
once you use this sport, you must finish a short or long rest before you can use it again. Starting at 15th level, you can use it twice before a perch, but only once on the same plow .

Advanced Protocol

When you reach 4th level, and again at 8th, 12th and 16th degree, you may gain one feature of your choice .

Extra Attack

Beginning at 5th flat, you can attack twice, rather of once, whenever you take the Attack action on your act .
The act of attacks increases to three when you reach 11th level in this class and to four when you reach 19th level in this classify .

Robotic Resistance

Beginning at 7th flush, you can re-roll a save give that you fail. If you do thus, you must use the new roll, and you can ’ deoxythymidine monophosphate use this feature again until you finish a long rest .
You can use this feature doubly between rests starting at 12th charge and three times between long rests starting at 18th flush .

Trooper Doctrine

Ranger

A Skitarii Ranger of the Adeptus Mechanicus is a hunter of sentient creatures in the lapp way that Tech-priests are hunters of cognition — the enemies of the Omnissiah in finical. Skitarii Rangers are the unstoppable cyborg of the Skitarii Legions that do not rest until the bloody act is done, for they are driven ever ahead by the imperative to locate their foes and ensure their destruction. They do this not by Drop Pod strikes launched from above, nor by sudden teleportation into the midst of the enemy, but by stalking their quarry over the path of solar weeks or even months until it can run no more. Once the delegate target is in their crosshairs, the air fills with the thump and crunch of Galvanic Weaponry, even as the Skitarii continue their restless advance. The reek of electrocute corpses is never far behind .
As with sol a lot of the Cult Mechanicus ‘ commercial enterprise, the truths of the Skitarii ‘s initiation are kept a close clandestine. Some are vat-grown or cloned, whilst others are repurposed from mind-wiped convicts or warriors handed over as punishment for failure or desertion. Regardless of beginning, all find a fanatic religion in the Omnissiah soon after their origin. It is then that their true transformation begins .
Without exception the Skitarii have pale bodies of pucker flesh and sutured cybernetics. Ceramic valves and adamantium sockets stud hard knots of translucent muscle. In caricature of the ancestor cohorts that first ground their limbs to stumps upon the dunes of Mars, the Skitarii cut off their lower legs and replace them with prostheses of intact alloy. even the brains of these warriors are grotesque hybrids of grey count and twisting neurocircuitry. One who looked for consistency in Skitarii augmentations would be sorely defeated. A soldier of the Mechanicus may have a punchcard skullslot and leather bellows for lungs, whilst at the lapp meter housing quantum bioware in his brain. It is frequently said that were one of these enhance warriors to be rendered down, traces of closely every component known to man could be found somewhere in the remains. The Tech-priests know this to be no exaggeration, for dissection is but one of the dark fates a Skitarius might undergo in ordering to satisfy his masters ‘ predatory curio .
The most blasted of Skitarii pass a point called the “ Crux Mechanicus, ” their consistency more car than flesh. Those that reach this stage of mechamorphosis are known as “ Skitarii Alphas. ” Some go on to attain the rank of “ Alpha Primus ” — overseers who can operate independently for standard years if necessary, as solid and reliable as the titanium, steel and cast-iron that replaces their human body .
When you choose this Trooper Doctrine you gain Proficiency in Perception, Nature, Survival and Dexterity saves .
furthermore you become Proficient with all Sniper Weapons .

Fixed Augmetics

When you become a Ranger you previous torso has been replaced by a new automatic one made for the destruction of the Omnissiahs enemies. you no longer Follow the rules for sentient but Machines Racial ability. you lose all benefits of any Cybernetics you once had and you have a fixed Attribute Statline as follows Str : 16 Dex : 20 con : 16 Int : 18 Wis 16 Cha : 10 and you gain the benefits of the follow Cybernetics, if they have an upgrade you will get it when you meet the requirements. you are not allowed to alter your Cybernetics unless higher command says then .

  • Audio Filter (Head)
  • Enhanced Night Vision (Head)
  • Reactive Eye shields (Head)
  • Central Processor (Nero)
  • Focused Bionics (Chest)
  • Bionic Respiratory System (Anatomic)
  • Bionic Heart (Anatomic)
  • Gravity Anchors (Feat)
  • Dermal/Exo Hardener (Exo)
  • Dermal/Exo Puncture Guard (Exo)
  • Absorbent Dermis/Exo skeleton (Exo)
  • Fire Retardant Dermis/Exo Skeleton (Exo)
  • Retinal Targeters (Head)
  • Nono Fibers (Anatomic)
  • Grapple Gun (Arm)

Ranger Adaptive Combat Protocols

Beginning at 1st flush, Pick one of the protocols from below, you may entirely have one protocol active at a time. As a bonus action you may switch your protocol

Hunter Protocols:

While this protocol is active agent you gain the Snipe ability
Snipe: As an action you may choose to fire a single shot careless of the amount of extra attacks you may have and provided the weapon does not have the shotgun or automatic property, if you do and the attack hits you may roll 2 extra Damage dice when rolling for damage. Increase the extra damage by in extra 2 damage dice at levels 6, 10, 14 and 18 .

Rapid Fire Protocols:

While this protocol is active you gain +2 extra attacks when firing a rapid fire weapon within is rapid fuel stove .

Ballistic Protocols:

While this protocol is active you have advantage on Ranges attack rolls .

Terrain Protocols

At 5th flush you have data on a peculiarly terrain, you are familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of prefer terrain : arctic, coast, desert, forest, grassland, batch, swamp, Urban or the Underground. You gain the keep up benefits when traveling for an hour or more in your privilege terrain :

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.

While tracking other creatures, you besides learn their demand number, their sizes, and how long ago they passed through the area .

Advanced Terrain Protocals

At 9th grade you have more progress data on you favored terrain and of more terrain types. Choose a second prefer terrain. While in your favor terrain, either the one you already had or the one you gain from this have, you gain the adopt benefits :

  • You ignore difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

Corrective programing

Begining at 13th degree you may Re-roll a number of critical misses equal to you Intelligence modifier. You regain all uses of this have after you complete a long rest

Reaction Enhancement

Beginning at 19th level, your enhancements allow attackers to rarely gain the upper hand against you. No Attack coil has advantage against you while you are n’t Incapacitated .

Vanguard

The Skitarii Vanguard, colloquially known as “ Rad Troopers, ” serve as the vanguards of the Skitarii cohorts of the Adeptus Mechanicus Forge Worlds .
They are feared throughout the Imperium, for they use the baleful radioactive energies of the Forge Worlds as their weapon and are capable of manoeuver in the galaxy ‘s most hostile warzones .
When you choose this Trooper Doctrine you gain Proficiency in Perception, Acrobatics, Athletics and Constitution saves .
furthermore you become Proficient with all Special Weapons .

Fixed Augmetics

When you become a Vanguard you former body has been replaced by a raw robotic one made for the end of the Omnissiahs enemies. you no longer Follow the rules for sentient but Machines Racial ability. you lose all benefits of any Cybernetics you once had and you have a fixed Attribute Statline as follows Str : 20 Dex : 16 memorize : 16 Int : 18 Wis 16 Cha : 10 and you gain the benefits of the pursue Cybernetics, if they have an upgrade you will get it when you meet the requirements. you are not allowed to alter your Cybernetics unless higher command says indeed .

  • Audio Filter (Head)
  • Enhanced Night Vision (Head)
  • Reactive Eye shields (Head)
  • Central Processor (Nero)
  • Focused Bionics (Chest)
  • Bionic Respiratory System (Anatomic)
  • Bionic Heart (Anatomic)
  • Gravity Anchors (Feat)
  • Dermal/Exo Hardener (Exo)
  • Dermal/Exo Puncture Guard (Exo)
  • Absorbent Dermis/Exo skeleton (Exo)
  • Fire Retardant Dermis/Exo Skeleton (Exo)
  • Enhanced Arm Servos (Both arms)
  • Enhanced leg Sevos (legs)
  • Ligament Upgrades (Anatomic)

Vanguard Adaptive Combat Protocols

Beginning at 1st level, Pick one of the protocols from below, you may only have one protocol active at a time. As a bonus action you may switch your protocol

CQB Protocols:

While this protocol is active all Rapid fuel and Assault weapons have the pistol property aswell .

Attack Protocols:

While this protocol is active you gain a +2 to all Melee and

Maneuver Protocols:

While this protocol is active you may use the Dash or Dodge action as bonus action

Unstable Core

At 5th level your metalic frame has taken wrong from years of frontline battle, Any creature that starts its turn within 5 feet of you has to make a fundamental law screen DC 10 or be Poisoned. the poison condition last until the animal goes far then 5 feat from you then they take a trial at the conclusion of each circle until passed if the poison condition lasts for 10 back-to-back rounds then the creature is permanently poisoned until restored. as you level, varius things change as your core destabalizes and becomes more dangerous, see chart below .

Level Distance DC Consecutive Rounds
6th 5ft 10 10
10th 10ft 15 8
14th 15ft 20 4
18th 20ft 25 2

Rad Flux

At 9th level, you have learned how to push you unstable congress of racial equality to deadly levels. Gain the Rad Flux ability
Rad Flux: As an action you may choose to sacrifice an sum of HP up to a maximum of 10, if you do all creatures in the scope of you fluid core must immediatley make a new test if the examination is failed manage an sum of poison damage adequate to how much HP you used, on a pass they take one-half as a lot. At level 14 you may sacrifice up to 20 HP and at degree 18 you may sacrifice up to 30 HP .

Core Shielding

Begining at 13th level as an item interaction you may activate or deactivate you unstable core

Lethal Radiation

Beginning at 19th level, the measure of radiation leaking from your core is very deadly. the longer an individual is poisoned by your unstable core they will start to have other slope effects from the deadly radiation sickness poisoning them, refer to chart below for the duration of time between tests for new conditions take place when a modern condition arises the creature will make a quiz against the effect at a DC located on the chart Below, if the test is passed, the target will retest in the same sum of fourth dimension it waited before the fail test .

Duration Effect DC
5 rounds Deafened DC 10
10 Rounds Restrained DC 15
5 Mins Blinded DC 20
1 hour Stunned DC 25
6 Hour Incompasitated DC 30
18 hours Unconscious DC 30
24 hours Dead DC 30

Sicarian Infiltrator

A Sicarian Infiltrator is a penis of possibly the most baleful of the Adeptus Mechanicus ‘ Skitarii warrior clades, for their neurostatic barrage robs their victims of their senses. When hunting, they emit a flannel noise that fills the ocular, auditory and even olfactory spectrums with static, leaving their foes all but helpless before the kill begins .
Tall and slender, Sicarian Infiltrators pick their manner across the battlefield with the artificial decorate of spearfisher birds. They were not constantly this way, however, for each Sicarian is far from wholly — not in intent, nor in body .
As with their Ruststalker brother, every Sicarian Infiltrator was once a warrior of the Skitarii who, in the pursuit of the Cult Mechanicus ‘ agenda, was blasted limb from limb, extensively burned or differently dismember. During the data-harvest at a conflict ‘s end, if these fallen are judged placid equip to serve the Omnissiah, they are not incinerated but rather taken back to the augmetic slab .
There they are given a raw rent on life by the accession of lissome but potent metallic element limbs. technically speaking, all the Magi Biologis need to create a Sicarian is a forefront, a torso and some limb stumps, though a insulation from emotion and a bent for inspiring fear is full of life for the best results .
When you choose this Trooper Doctrine you gain Proficiency in Perception, Stealth, Acrobatics and Dexterity saves .
furthermore you become Proficient with all Special Melee Weapons .

Fixed Augmetics

When you become a Sicarian your previous torso has been replaced by a newly automatic one made for the end of the Omnissiahs enemies. you no longer Follow the rules for sentient but Machines Racial ability. you lose all benefits of any Cybernetics you once had and you have a fixed Attribute Statline as follows Str : 18 Dex : 18 bunco : 18 Int : 16 Wis 16 Cha : 10 and you gain the benefits of the following Cybernetics, if they have an upgrade you will get it when you meet the requirements. you are not allowed to alter your Cybernetics unless higher instruction says sol .

  • Audio Filter (Head)
  • Enhanced Night Vision (Head)
  • Reactive Eye shields (Head)
  • Central Processor (Nero)
  • Focused Bionics (Chest)
  • Bionic Respiratory System (Anatomic)
  • Bionic Heart (Anatomic)
  • Gravity Anchors (Feat)
  • Dermal/Exo Hardener (Exo)
  • Dermal/Exo Puncture Guard (Exo)
  • Absorbent Dermis/Exo skeleton (Exo)
  • Fire Retardant Dermis/Exo Skeleton (Exo)
  • Active Camouflage (Exo x2)
  • Net Launcher (Arm)
  • Sensory Array

Sicarian Adaptive Combat Protocols

Beginning at 1st grade, Pick one of the protocols from below, you may only have one protocol active at a time. As a bonus action you may switch your protocol

Assault Protocols:

While this protocol is active agent All pistols and rapidfire weapons have the Assault Property deoxyadenosine monophosphate well .

Stalker Protocols:

While this protocol is active you may use the Hide and Disengage action as a bonus legal action .

Lethal Protocols:

While this protocol is active voice you. you Score critical hits on a natural roll out of one better then you would have normaly needed .
Furthermore at flat 1 you gain the Sneak attack feature see home brew features in this reserve .

Lethal Strike

At 5th tied, gain the Lethal strike ability, this replaces your sneak attack feat .
Lethal Strike: you know how to strike with deadly preciseness and exploit a enemy ‘s distraction. once per turn, you can deal an extra 4d6 damage to one animal you hit with an attack if you have advantage on the Attack roll. The Attack must use a Finesse or a roll weapon .
You do n’t need advantage on the Attack roll if another foe of the aim is within 5 feet of it, that enemy is n’t Incapacitated, and you do n’t have disadvantage on the Attack peal .
At 10th level, the Lethal strickle damage is increases to 6D6, 8D6 at level 14, 10D6 at degree 18 .

Robotic Reflexes

At 9th level you get eldritch dodge and evasion rouge ability as described on below. Furthermore you gain advantage on all stealth skill checks .
Uncanny Dodge: When an attacker that you can see hits you with an Attack, you can use your reaction to halve the attack ‘s price against you .
Evasion: You can agilely dodge out of the way of certain area Effects, such as a crimson dragon ‘s ardent hint or an ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you alternatively take no damage if you succeed on the keep open throw, and only half price if you fail .

Nerostatic Pulse

At 13th level, you can emmit a pul of nerostatic energy that may disrupt enemy nearby, gain the Nerosttatic pul feature below. you may use this have a phone number of times equal to half your Inteligence bonus, you regain uses of this feature after you complete a short stay
Nerostatic Puls: As an action all creatures witin 10ft of you must make a Constitution save DC 15 or be Blinded and Defened for 1D4 rounds Roll seperate fro each circumstance .
At level 18 you may use this a number of times equal to your Inteligence bonus .

Stealth Feild Generator

At 19th horizontal surface you can cast Invisibility spell on yourself a phone number of times equal to half your intelligence modifier .

Imperial Assassin

The Officio Assassinorum is a highly close agency of the Imperium of Man ‘s government that employs different “ temples ” that train human Assassins to further the goals and protect the security of the Imperium of Man. Although the Inquisition strikes fear in the hearts of all Imperial citizens, loyal and corrupt alike, the baneful disciples of the Officio Assassinorum hit concern in the hearts of tied the most understanding, battle-hardened of imperial warriors .
Assassins are typically deployed entirely wherever feasible, having been trained to operate extensively behind foe lines with no support. Given the bluff electric potential political power of this Adepta and the fact that its operatives are known to have been used against rival gamey Lords of Terra in the past, the authority to assassinate a target must come from the very highest echelons of Imperial command. For this rationality, Assassins are watched very closely to make certain that they are under the command of the Imperium .
about nothing is known in Imperial databases about the locations of the Officio Assassinorum ‘s six different temples except that they are still located somewhere on Terra, salvage for the Eversor Temple. The Eversor Temple does not maintain a single headquarter and rather keeps its operatives in cryo-stasis on a diverseness of secret starships and space stations that are scattered across Imperial space and maintained on high-alert for the appointment of a mission at any time .

Prerequisites To be a Assassian you must be a Imperial or Pariah Race

Level Proficiency Bonus Features Lethal Strike
1st +2 Assassin, Lethal attack 1D6
2nd +2 Cunning Action, 1D6
3rd +2 Assassin type 2D6
4th +2 Ability Score Increase 2D6
5th +3 Extra Attack, uncanny dodge 3D6
6th +3 Evasion 3D6
7th +3 Assassin Type Feature 4D6
8th +3 Ability Score Increase 4D6
9th +4 Expertise (2), 5D6
10th +4 Assassin Type Feature, Reliable Talent 5D6
11th +4 Extra Attack (2) 6D6
12th +4 Ability Score Increase 6D6
13th +5 Assassin Type Feature 7D6
14th +5 Blindsence 7D6
15th +5 Deathstrike 8D6
16th +5 Ability Score Increase 8D6
17th +6 Assassin Type Feature 9D6
18th +6 Expertise (4), Elusive 9D6
19th +6 Assassins gift 10D6
20th +6 Ability Score Increase 10D6

Class Feature

As a Imperial Assassin you gain the succeed classify features

Hit Points

  • Hit Dice: 1D8 pre Imperial Assassin level,
  • Hit points at 1st level: 1D8 + your constitution modifier.
  • Hit Points at Higher Level: 1D8 + your Constitution modifier per Imperial Assassin level after 1st

Proficencies

  • Armor: Light, Medium
  • Weapons: All simple and martial Weapons plus Power weapons, Stub/Auto weapons.
  • Tools: Disguise kit
  • Saving Throws: Dexterity, intelligence
  • Skills:
    Choose 4 skills from, Acrobatics, Athletics, Warp, Deception, History, Insight, Investigation, Medicine, Persuation, Perception, Religion, Stealth

Equipment

Imperial Assassin starter kit

Leathal Strike

Beginning at 1st Level, you know how to strike subtly and exploit a enemy ‘s distraction. once per turn, you can deal an extra 1d6 damage to one animal you hit with an attack if you have advantage on the Attack roll. The Attack must use a Finesse or a rate weapon .
You do n’t need advantage on the Attack roll if another foe of the target is within 5 feet of it, that enemy is n’t Incapacitated, and you do n’t have disadvantage on the Attack roll .
The amount of the extra damage increases as you gain levels in this class, as shown in the Lethal strike column of the Imperial assassin table

Assassin

Starting a 1st flat, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that has n’t taken a turn in the fight yet. In addition, any hit you score against a creature that is surprised is a critical reach .

Cunning Action

Starting at 2nd Level, your promptly think and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used lone to take the Dash, Disengage, or Hide action .

Assassin Temple

At 3rd Level, you choose an assassin tempels that you emulate in the exercise of your Abilities, such as the Callidus, Vindicare, Eversor and Culexus. Your assassin temple grants you features at 3rd Level and then again at 7th, 10th, 13 and 17th tied .

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 20th level, you can increase one ability mark of your option by 2, or you can increase two ability scores of your choice by 1. As convention, you ca n’t increase an ability score above 20 using this feature .

Extra Attack

Beginning at 6th level, you can attack twice, rather of once, whenever you take the Attack military action on your flex. The act of attacks increases by when you reach 11th grade .

Uncanny Dodge

Starting at 5th Level, when an attacker that you can see hits you with an Attack, you can use your reaction to halve the attack ‘s damage against you .

Evasion

Beginning at 6th level, you can agilely dodge out of the room of certain sphere Effects, such as a loss draco ‘s fiery breath or an ice Storm spell. When you are subjected to an consequence that allows you to make a Dexterity saving throw to take only one-half price, you rather take no damage if you succeed on the keep open confuse, and lone one-half wrong if you fail .

Expertise

At 9th Level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves ‘ Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies .
At 18th level, you can choose two more of your Proficiencies ( in Skills or with thieves ‘ tools ) to gain this benefit .

Reliable Talent

By 10th level, you have refined your choose Skills until they approach paragon. Whenever you make an ability confirmation that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10 .

Hightened sense

Starting at 14th degree, you gain a hightened awarness and genial potency, you gain the Blinsence and slippery Mind features below .
Blindsence: if you are able to hear, you are aware of the placement of any hidden or inconspicuous creature within 10 feet of you .
Slippery Mind: You gain proficiency in Wisdom Saving Throws .

Death Strike

Starting at 15th degree, you become a passkey of instant death. When you attack and hit a creature that is surprised, it must make a Constitution save confuse ( DC 8 + your Dexterity modifier + your proficiency bonus ). On a fail spare, double the damage of your attack against the creature .

Elusive

Beginning at 18th charge, you are sol evasive that attackers rarely gain the upper hand against you. No Attack roll has advantage against you while you are n’t Incapacitated .

Assassins Gift

At 19th level, you have an preternatural bent for succeeding when you need to. If your Attack misses a prey within roll, you can turn the miss into a shoot. alternatively, if you fail an ability check, you can treat The D20 scroll as a 20 .
once you use this feature, you ca n’t use it again until you finish a short or retentive Rest .

Assassin Temple

Temple Callidus

The all-female Assassins of the Officio Assassinorum ‘s Callidus Temple are the most insidious of the Imperium of Man ‘s confidential operatives, specialising in misrepresentation and the use of artful magic trick to accomplish their objectives, normally assisted in their bloody tasks by the shape-changing Polymorphine drug .
The Callidus Temple ‘s idolatry to cunning and nuance is often used on those missions where overt noise by the Imperium in a situation would upset the intricate remainder of power maintained by the High Lords of Terra .
A Callidus Assassin is the ultimate weapon against those over-ambitious Imperial officials that would make a parody of the Emperor of Mankind ‘s judge whilst appearing to do no wrong. Those Imperial or global officials that use diplomacy, bribe and corruption to further their positions play a dangerous game within the corridors of powers .
The huge majority of missions undertaken by Callidus Assassins involve infiltrating a Chaos Cult or early dissident organization in order to kill its leader along with the other key members of the cult. Once the leadership of such a group has been removed, it is easier for the Imperium ‘s even armed forces to eliminate the cultists, without having to resort to extreme measures such as an Exterminatus order .
however, on less frequent occasions Callidus Assassins are called upon to undertake more exotic assassinations, requiring the use of both Polymorphine and surgical cybernetic implants to allow them to assume the shape of a wide roll of humanoids .
Although they are not typically fielded with a larger army on the field of conflict, Callidus Assassins can be deployed behind enemy lines in order to infiltrate facilities such as bases or encampments and take out enemy leaders or key personnel. This is normally achieved by the assassin killing an disjunct patrol or enemy unit and then assuming the form of one of those slain through the function of Polymorphine ( besides acquiring the armor and wargear of the deceased to complete the disguise ) .
Callidus Assassins are the most close and least understand of the Officio Assassins, as their utility would greatly diminish if their capabilities were more wide known. They are normally tasked with their missions on the order of the High Lords of Terra at the request of the Inquisition, specially the Ordo Hereticus, although as stated above, less frequent missions from the other Ordos are besides undertake .
To achieve the fastidious tasks assigned to it, the Callidus Temple specialises in the use and exploitation of the shape-altering drug Polymorphine to enable its Assassins to undergo dramatic physical changes, altering their appearance to assume the features of any android ( of whatever sex ). This then enables the Assassin
to infiltrate organisations or foe bases and eliminate their assigned target with little resistance. The Callidus Temple is highly skilled in such deceptions, and much its work is not detected until the Assassin has already made a clean getaway .
The Callidus Assassins normally impersonate person in a close status to, or holding determine with, the target. For example, a entrust adviser to a Chaos Lord, or the nanny to a child prophecised to cause much pain to the Imperium .
All of the Assassins of the Callidus Temple are trained in the consumption of Polymorphine. With this speciate drug alone a Callidus Assassin may masquerade as any homo being she may choose, from a beautiful youthful woman to a crippled previous man. however, in addition, the Medicus Adepts of the Imperium have developed a range of surgical implants to allow Callidus Assassins to mimic members of estrange races, like the Orks and Aeldari .
These implants consist of flex-cartilage and hardened synthskin, alike to that used in the Black Carapace gene-seed organ of the Space Marines. When the Assassin is in their normal human body these implants lie dormant under their flesh and within their bones. It is only when Polymorphine is injected that these implants react to the stimulants within the drug and transform into genetically encoded shapes that allow the Assassin to restructure their body into the grotesque and hunched shape of an Ork, or the lissome and graceful form of an Aeldari .
Callidus Assassins can impersonate members of android stranger species, including the Kroot, Orks and, in at least one legendary case, a Genestealer Hybrid. The implants are often permanent, and restrict the Assassin entirely to impersonations of that species. It should be noted that more android species like the Eldar, Dark Eldar, and by inference most probably the Tau can be mimicked without implants through the exclusive consumption of Polymorphine .

Over the centuries, the Directors Primus of the Callidus Temple have learnt that the female body and psyche is better able to implement these changes, and by and large female Callidus novitiates make better chameleons than men. As such, about all Callidus Assassins are actually women, regardless of who they are trying to impersonate .
When you choose this Ordo you gain Proficiency in Deception, History, Disquise Kit and Charisma saves .
furthermore you become Proficient with all Callidus Weapons .

Infiltration Expertise

Starting at 3rd level, you can unfailingly create false identities for yourself. You must spend seven days and some resources to establish the history, profession, and affiliations for an identity. You ca n’t establish an identity that belongs to person else. For example, you might acquire appropriate dress, letters of introduction, and official-looking authentication to establish yourself as a penis of a trade house from a outside city so you can insinuate yourself into the company of other affluent merchants .
thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to .

Study your enemy

Starting at 7th level, gain the the studied helplessness ability below .
Studied Weakness: if you have observed an enemy for at least a hour, you can reliably strike at a target ’ s weak points. When you roll damage as region of deadly strike, you can reroll a number of damage dice equal to your Intelligence modifier ( minimum one ) You must use the new rolls .

Polymorphine Injection

starting at 10th grade you may cast the spell Polymorph Spell ( Funamancy ), with the follow changes below .

  • you may only change into a huminoid creature you have seen before of your choice.
  • the range of the spell is touch.
  • If used on an unwilling creature the Save is Constitution DC 8 + your Profiecentcy bonus + your Inteligence bonus.

This may be used a number of time equal to half you Inteligence bonus ( rounded up. You regain all uses of this after you have completed a long rest and provided 10 gp per function of the Plolymorph spell that was used between your last rest .
At flat 18 you may use this a act of time peer to you wholly Inteligence insteed of equitable half .

Impostor

Starting at 13th level you gain the ability to unerringly mimic another person ‘s manner of speaking, write, and demeanor. You must spend at least three hours studying these three components of the person ‘s behavior, listening to speech, examining handwriting, and observing mannerisms .
furthermore, you have advantage on any Charisma ( Deception ) arrest you make .

Advanced Polymorphine Injection

Beginning at 18th tied you may cast the spell True Polymorph Spell ( Biomancy ), with the follow changes below .

  • you may not turn an item into a creature.
  • the range of the spell is touch.
  • If used on an unwilling creature the Save is Constitution DC 8 + your Profiecentcy bonus + your Inteligence bonus.

This may be used 1 prison term. You regain the use of this after you have completed a long rest and provided 25 gp per if the true Polymorph spell that was used between your last rest .

Temple Vindicar

The Vindicare Temple is one of the temples of the Officio Assassinorum. The motto of the synagogue is Exitus Acta Probat, “ the Outcome Justifies the Deed. ” Vindicare operatives are the most skilled snipers in the Imperium of Man and are normally directed to assassinate targets who are believed to have been possessed by daemonic entities or to have been corrupted by the catastrophic Powers of Chaos .
The most outstanding feature of speech of the Vindicare Temple of the Officio Assassinorum is that it trains its subjects to near-perfection in the artwork of marksmanship ; they aim to kill the Emperor ‘s worst enemies with a single fastball. In accession to the art of sharpshoot, Vindicare Assassins are besides trained in stealth and evasion techniques in order that they may get into the most advantageous position from which to take their shot and to successfully elude capture and disappear once their target is eliminated. The necessity for these skills is determined by the fact that a kill can merely be made from the best position. indeed, Vindicare Assassins have been known to occupy a position for days, or even weeks, before taking their blastoff .
The Vindicare are frequently employed in eliminating individuals for the empire who are suspected of harboring daemonic entities. The hope is that they can eliminate the host before the devil is able to manifest itself on the corporeal plane. Characters of great charisma, many false prophets and false messiah among them, have fallen to the Vindicare ‘s fastball, most normally whilst they are preaching their false beliefs to their followers and spreading unorthodoxy against the Imperium. Upon this swift, barbarous, and yet childlike death, the erstwhile followers of such a heretic soon become demoralized and afraid. countless heresies against the Imperium have been prevented with a one, well-aimed inject where legions of men would have failed .

The Vindicare are often employed in eliminating individuals for the empire who are suspected of harboring daemonic entities. The hope is that they can eliminate the server before the devil is able to manifest itself on the material plane. Characters of great charisma, many false prophets and false messiah among them, have fallen to the Vindicare ‘s bullet ,
most normally whilst they are preaching their false beliefs to their
followers and spreading unorthodoxy against the Imperium. Upon this fleet, brutal, and yet simple death, the erstwhile followers of such a heretic soon become demoralized and afraid. countless heresies against the Imperium have been prevented with a single, well-aimed shot where legions of men would have failed .
When you choose this Ordo you gain Proficiency in Stealth, Athletics, Survival and Constitutions saves .
furthermore you become Proficient with all Vindicar and Sniper Weapons .

Master Stalker

Starting at 3rd grade, you gain the Meditative Hybernasion ability below .
Meditative Hybernasion: if you do not move for 1 min you may start to slow down your matabolisim to an about hibernatory state over the future hour you fall into a brooding state of matter ampere long as you remain still. In this country you do not need to eat, sleep, drink make or deficate you only breath a shalow breath once every infinitesimal and your heart beats once every minute. you are in full aware of you soroundings and what can be seen in the direction you where facing when you meditated every 6 hours you are in this state you must pass a constitution save DC 8 + 2 for each meter you have taken this test for each hour. if you fail you losse you side and necessitate to reset the clock .
furthermore, Gain advantage with the Stealth Skill checks .

Chamelionic Armor

Starting at 7th floor, Gain a chemelionic armor, with chameleonic armor creatures have disadvantage on perception checks to see. If you do not move for a moment or more you are invisible vitamin a long as you remain hush. With chemelionic armor you gain one use of the feature below. you regain the use of this after you complete a short rest .
Spectral Distortion: As a bonus action you may cast the invisibility spell but it only lasts for 1 moment .

A kill for the Emperor

starting at 10th level you gain a + 10 to the first shoot fired after you end you brooding Hybernation, if you hit add 2 price die to the price of the inject .
This increases by + 5 to hit and + 1 damage Die at levels 13 and 17 .

Master Sniper

Starting at 13th level may fire any sniper weapon that has the across-the-board fire property as if it did n’t have that property .

Lethal shot

Starting at 17th degree if a target fails is save against your death strike ability, the target is reduced to 0HP and falls unconcious insteed of taking double damage .

Temple Eversor

The Eversor Temple is possibly the most ghastly of the many temples that train imperial Assassins for the Officio Assassinorum. The Eversor Assassins specialize in shock and terror tactics, instilling fear of Imperial retribution into the hearts and minds of all who hold positions of power in the Imperium of Man .
often in the hire of the Imperial Inquisition ‘s Ordo Malleus, Eversor Assassins are used to solve the trouble when the indelible contamination of Chaos is believed to have spread throughout the ruling elite of an integral Imperial Adepta or global politics .
Whilst the more overt forces of the Ordo Malleus like the Grey Knights Space Marines may face the daemonic minions of a Chaos Cult or Chaos Space Marine warband on the battlefield, the Eversor will operate behind enemy lines and eradicate the infection at its source .
An Eversor Assassin rarely has equitable a single aim. His mission will be to rip the heart out of the Chaos insurgency, wreaking havoc and destruction. such brutality ensures that the Heretics are wholly cleanse and that no manque successors may take over. The diaphanous terror left behind in the wake of an Eversor Assassin ‘s attack ensures that none will dare to oppose the will of the Imperium again .
The Inquisition ‘s Ordo Hereticus has besides been known to make consumption of Eversor Assassins from prison term to time. The Ordo Hereticus uses Eversor Assassins to eliminate the entire top echelons of Imperial Adeptas or erratic governments that are believed to have become dissident or turned against the will of the Emperor .

When you choose this Ordo you gain Proficiency in Acrobatics, Athletics, Intimidation and Strength saves .
furthermore you become Proficient with all Eversor Weapons .

A Product Fear

At 3rd level on each of your turns you may choose a creature within 5 feet from you to frighten as a bonus action. on a fail wisdom save the aim is Frightened. distance becomes 15 feet at 9th degree 30 feet at 13th and 60 feet at 17th. You must remain within the creature view in order to mantain such condition. The DC Save is 8 + Charisma bonus + proficiency bonus. The animal has disadvantage on the Saving Throw if you have attacked and hit it in the last 10 rounds .

Your worst Nightmare

At 7th flush you have learned how to inflict wrong to the thinker through the habit of reverence, Choose a creature you have effected with you Product of fear ability. you are a ceaseless nightmare in that persons mind, as a nightmare that lasts a 24 hour duration of the target ‘s life preventing the target from gaining any benefit from that rests. In summation, the target takes 1d4 psychic damage every hour, over the course of the 24 hours provided you make contact with the aim every hour, by no intend may this damage be healed and they have disadvantage on save to resist concern effects for 24 hours after the first. You may use this action once per long rest .
the damage of this ability goes up by 2 dice at levels 10, 13 and 17th to a soap of 10D10

I am always watching

By the tenth flat you know how to shape fear itself. You can create a copy of yourself which moves independently from you but constantly obeys to you. The replicate can not attack but will hunt creatures you want to scare, so you can be out of their sight. The target is frightened by the replicate as if it were you. The replicate concluding for up to 24 or until a modern imitate is used, You can use this ability merely once per short-change or long perch .
furthermore, gain a Fear Caster ability below .
Fear Caster: you may cast the Phantasmal Killer a fifth horizontal surface Illudamancy spell, a total of times peer to half your Charisma bonus ( rounded gloomy to a minimal of 1 ). You regain all uses of this sport after you compleate a long rest. at 17th level you may use this a number of times equal to your whole Charisma bonus .

Disabaling Fear

At 13th level, you are so chilling that some cant even run and undertake to tear you out of the thoughts. On each of your turns, you may use the disabling fear ability. you may use this feature a number of times equal to your Charisma bonus. You regain all uses of this feature after you complete a long rest .
Disabling Fear as a bonus action make any creature you choose within 30ft Take a wisdom save DC 8 + your Profecientcy bonus + your Charisma bonus. on a pass The aim is Stunned until for one round, but if the animal failed it takes 2D10 Psychic damage and is stunned taking a newly test at the end of each of its turns, until passed

Fear Stalker

At 17th flush, Gain the surveil Benefits

  • Your worst Nightmare deals 1d8 damage per hour now.
  • When use your i am always watching you can create up to 3 copy of yourself.
  • Disabling Fear Deals 4D10 Now

Temple Culexus

The Culexus Temple is one of the most sinister and reverence orders of the Officio Assassinorum and its Assassins have been described by Aeldari Warlocks as nothing short of the embodiments of arrant malefic. even amongst the upper echelons of the Officio Assassinorum this synagogue is constantly viewed with extreme caution .
The reason for this is not because of the way that the Culexian Assassins carry out their operations, or the flagitious methods of killing they employ. It is because of the very nature of the Culexus Assassins themselves .
The Assassins of this particular temple are not chosen because of their natural ferociousness, cunning or combat skills. First and foremost, potential candidates are chosen to be Culexus Assassins because they are born with an extremely rare human genic mutation called the Blank Gene — which means they have no presence within the Warp like all other sentient beings, and frankincense no soul .
even convention humans find the presence of a psychic Null extremely disturbing, but the effect is most marked on psykers, who find Pariahs authentically terrifying, as though staring into a hole in the universe when they use their Witchsight .

It is barely surprise that Pariahs are often treated like outcasts or lepers in Imperial society, rejected by their parents and banished from their homeworld ‘s local anesthetic settlements. local superstitions on many worlds often warn about touching them, saying that to do then would bring bad luck. Resigned to their destiny, many Pariahs leave childlike, hermit existences, as far aside from heavily populated areas as possible .
All psykers and intrinsically psychic species like the Aeldari consider a being like a Culexus Assassin to be an absolute abomination. even monstrosities such as a Tyranid Hive Tyrant can balk at the prospect of being permanently severed from their psychic abilities and
the Hive Mind. The Culexus Assassin causes absolute terror in all psykers — which is why they are so utilitarian to the Imperium .
When you choose this Ordo you gain Proficiency in Stealth, Athletics, Intimidation and Wisdom saves .
furthermore you become Proficient with all Culexus Weapons .
Prerequsites: You must be a Pariah race to go to this temple

Animus Speculum

At 3rd level you gain a special helmet. The integral helmet is designed to look a monstrous as possible to strike fear into the hearts of the Assassin ‘s enemies. The Animus Speculum has many functions. As you level you hone your ability to wheild the Animus Speculum. When whering the animosity, you gain the below ablitys
Auspex Array: Gain a + 2 to all Perception skill checks and gain a + 2 to all fire rolls .
Rebreather: you can now breath subaqueous .
Nightvision: you gain dark vision out to 60ft. and lowlight come out of the closet to 120ft .
furthermore, you do not take damage when your racial anti-magic feild cancels a spell .

Arcane Eye

At 7th grade you gain alternating current to your Arcane Eye of the Animus Speculum, this enables the Culexus Assassin to focus there potent veto psychic energy through a single eye that is emitted as mighty bang at the Assassin ‘s will. Such a blast is able of burning out a aim ‘s brain. While deadly to anyone, it inflicts peculiarly atrocious price on psykers, daemons and psychically-active creatures, whose psychic defences crumble promptly before its attack. You may now use the ability below .
Psy bolts: Gain the eldrich blast cantrip, it deals psychic damage insteead of wedge .
furthermore, If the a target of this ability has the ability to cast spells this ability deals double damage to them .

Arcane Eye Upgrades

By the tenth grade, you may now focus your minus deflection energy into a smash. You may now use the ability below .
Psy blast: As an action you may focus you damaging psychic energy, any creatures in a 15ft cone must pass a Wisdom save DC 8 + your Proficientcy bonus + your Inteligence bonus, creatures that faild take 3D10 psychic damage and on a pass they take one-half. You may use this ability a number of times adequate to half your Inteligence bonus, you regain all uses of this ability after you preform a hanker perch .
furthermore, If the a target of this ability has the ability to cast spells this ability deals double damage to that target. at degree 13 you may use this ability a number of clock time equal to you whole Inteligence insteed of just half and the cone size increases to 30ft .
the wrong of this ability goes up by 1 dice at levels 10, 13 and 17th to a soap of 10D8 .

Animus Upgrades

At 13th level, The Arcane Eye of the Animus Speculum can besides draw power from nearby psykers who use the Warp as a exponent source. The weapon besides serves as a form of psychic restraint, dampening the Culexus ‘ own negative psychic aura and preventing it from affecting any nearby allies as powerfully. gain the adopt abilities .
Aura Dampener: You may resrict you antimagic aura to 5ft or effecting just yourself this may be done as a bonus action .
Psy Tap If you are within 30ft of a Warp or magic trick user, As a bonus Action you may attempet to take a Spell slot of charge 2 or greater if this is done you replenish one blame of your Arcane eye ability. If the target is friendly he may willingly give you the spell slot but if the prey is not will the may make a Wisdom save DC peer to 8 + your proficentcy bonus + you Inteligence on a fail you take the lowest avilible spell slot that is above 2, if the target does not have a degree 2 slot you still sap a level 1 spell but it does not have the office to replenish a use of Arcane Eye. This may be done a numeral of time Equal to half you Inteligence bonus .
Psyocculum The built-in Psyocculum allows the Assassin to clearly see individuals and objects obscured by psychic powers. you count as having the trues sight spell on at all times .

Animus Counter

At 17th level, when a animal within 30ft of you casts a spell, you may uses your reaction to attempet to cancel it. Roll a D12 if the number is greater then the spells level, the spell fails and has no impression .


Combatant

The combatant is the standard fight class citizen in the Imperium, ranging from Crusaders And Prists that help the faith and imperial law next to the sisters of order, or a mercantile carry jobs for coin, even Gangers from a beehive city whatever it may be they are not person you want to cross .

Prerequisites To be a Combatant you may be any Any .

Level Proficiency Bonus Features
1st +2 Combat Style, Martial Path
2nd +2 Stamina surge (1 use)
3rd +2 Adrenaline Burst (1 uses)
4th +2 Ability Score Increase
5th +3 Extra Attack
6th +3 Ability Score Increase
7th +3 Martial Path Feature
8th +3 Ability Score Increase
9th +4 Resiliant (1 use)
10th +4 Martial Path Feature, Stamina surge (2 use)
11th +4 Extra Attack (2)
12th +4 Ability Score Increase
13th +5 Resiliant (2 uses)
14th +5 Ability Score Increase
15th +5 Martial Path Feature
16th +5 Ability Score Increase
17th +6 Adrenaline Burst (2 uses),
18th +6 Martial Path Feature
19th +6 Ability Score Increase
20th +6 Resiliant (4 uses)

Class Feature

As a Combatant you gain the play along class features

Hit Points

  • Hit Dice: 1D10 per Combatant level
  • Hit points at 1st level: 10 + your constitution modifier.
  • Hit Points at Higher Level: 1D10 (or 5) + your Constitution modifier per Combatant level after 1st

Proficencies

  • Armor: light Medium, Heavy and Sheilds
  • Weapons: All simple and martial weapons plus all stub and auto Weapons.
  • Tools: Tech tools
  • Saving Throws: Dextarity, Constitution
  • Skills:
    Choose 2 skills from Acrobatics, Athletics, Intimidation, Investigation, Perception, Technology

Equipment

combatant starter kit

Combat Style

You adopt a particular style as your specialization. At inaugural grade you gain one of the abilities below, At level 10 you get to pick one more. You can ’ t take a Fighting Style choice more than once, even if you later get to choose again .

Ranged

You gain a +2 bonus to attack rolls you make with range weapons .

Defense

While you are wearing armor, you gain a +1 bonus to AC .

Dueling

When you are wielding a melee weapon in one bridge player and no other weapons, 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 fire you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roller, even if the raw wind is a 1 or a 2. The weapon must have the ambidextrous or versatile property for you to gain this benefit .

Protection

When a animal you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a harbor .

Two-Weapon Fighting

When you engage in two-weapon active, you can add your ability modifier to the price of the moment attack .

Mobility

You gain +5 foot movement .

Martial Path

At 1st degree, you choose a path that you train your fight styles and techniques. Choose Crusader, ministorum Priest, sister of hush, Mercenary or Gunslinger, all detailed at the end of the class description. The original you choose grants you features at 3rd flat and again at 7th, 10th, 15th, and 18th level .

Stamina Surge

At 2nd level. You have a limited well of stamina that you can draw on to protect yourself from damage. On your turn, you can use a bonus action to regain hit points adequate to 1d10 + your combatant level. once you use this have, you must finish a short or long rest before you can use it again .
At level 10 you gain 1 more use of this feature and another at level 20 .

Adrenalin Burst

Starting at 2nd charge, you can push your robotic body beyond its convention limits for a moment. On your twist, you can take one extra carry through .
once you use this feature, you must finish a abruptly or long rest before you can use it again. Starting at 17th degree, you can use it twice before a rest, but only once on the same call on .

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th degree, you can increase one ability seduce of your option by 2, or you can increase two ability scores of your choice by 1. As normal, you can ’ metric ton increase an ability score above 20 using this feature .

Extra Attack

Beginning at 5th level, you can attack doubly, alternatively of once, whenever you take the Attack action on your turn .
The number of attacks increases to three when you reach 11th level in this class .

Resiliant

Beginning at 9th level, you can reroll a save throw that you fail. If you do so, you must use the new cast, and you can ’ thyroxine use this feature again until you finish a long rest .
You can use this feature twice between rests starting at 13th level, three times between long rests starting at 17th level and 4 times at flat 20 .

Crusader

A Crusader is a holy place warrior of the Adeptus Ministorum who is recruited for his or her unfailing idolatry to the God-Emperor. Most are inducted into the ranks of the Ecclesiarchy from a Schola Progenium, selected for their deep religion in the Imperial Creed and the Emperor .
To be chosen to become a Crusader is a great honor, though it leads not lone to a gruelling life of asceticism and martial perfection, but besides inescapably to an unlamented death in battle against the forces of heresy and apostasy .
however, such a calling guarantees the opportunity to test sword and shield against Mankind ‘s greatest enemies. Equipped with a Power Sword and Storm Shield, the Crusader is a loyalist melee warrior whose place is in the heat of struggle, surrounded by his foes .
It is improbable that a Crusader ‘s destine will differ greatly in an Inquisitor ‘s service. Some Inquisitors recruit Crusaders from the honor precaution of the Cardinals Crimson — that most cryptic of all the Ecclesiarchy ‘s many orders .
It is said that nowhere else in the Imperium of Man can more devout warriors be found — save possibly within the ranks of the celebrated Adepta Sororitas. In fact, several Crusaders have risen to become Inquisitors themselves in meter, though they about always begin their careers as stem Puritans, as might be imagined .

Inquisitors are not the only ones who recruit the warlike art of Crusaders. Ecclesiarchy priests frequently gather a ring of bodyguards to assist them in the execution of their duties ( and Heretics ). Known as Battle Conclaves, these groups are inevitably belittled .
Anything larger would breach the prohibition of “ men under arms ” as laid gloomy in the Decree Passive that prohibited the Ecclesiarchy from raising its own military forces in the awaken of the abuses carried out during the Age of Apostasy in the 36th millennium by the Renegade High Lord and Ecclesiarch Goge Vandire .
even so, the Inquisition ‘s Ordo Hereticus covertly monitors the activities of the Ecclesiarchy ‘s Battle Conclaves to safeguard the spirit of the Decree Passive, if not its letter .
When you choose this Ordo you gain Proficiency in Athletics, History, Religion and Wisdom saves .
furthermore you become Proficient with all Storm Shield .

Superior combatant

When you choose this original at 3rd level, you learn maneuvers that are fueled by special die called superiority dice .
Maneuvers. You learn three maneuvers of your choice. many maneuvers enhance an approach in some way. You can use only one steer per attack. You learn two extra maneuvers of your option at 7th, 10th, and 15th level. Each meter you learn new maneuvers, you can besides replace one manoeuver you know with a different one. the list of maneuvers are on in chapter 5, Rules .
Superiority Dice. You have a number of superiority die equal to you Proficiency bonus + your Intelligence, which are d8s. A superiority die is expended when you use it. You regain all of your use superiority dice when you finish a shortstop or farseeing rest .
Saving Throws. Some of your maneuvers require your target to make a write throw to resist the maneuver ‘s effects. The saving throw DC is calculated as follows :
Maneuver save DC = 8 + your proficiency bonus + your force or Dexterity modifier ( your choice )
At 10th grade, your transcendence dice turn into d10s. At 18th level, they turn into d12s .

Defence of the Imperium

At 7th degree, you gain the slatwart and the Defender ability below .
Guard: you stand as a powerful obstacle to those who wish to harm you or others close to you. While you hold a harbor, you can use a reaction when a animal within 5 feet of you makes an attack. That creature rolls with disadvantage .
Prepared: As the defend of the battlefield, you can not always be a animal. You have to be alert as a lookout. You can Dodge as a bonus military action .

Know Your Enemy

Starting at 10th floor, if you spend at least 1 minute Reading about, observing or interacting with another creature outside combat, you can learn certain data about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in respect to a number of the follow characteristics of your choice equal to your Wisdom modifier, If a target of this is killed you may even benefit from this ability if the target was a generic enemy that you may face again, for case if you studied some Chaos cultists you will retain these bonuses against all cultist for the duration .

  • Strength score
  • Dexterity score
  • Constitution score
  • Wisdom Score
  • Intelligence Score
  • Charisma Score
  • Armor Class
  • Current hit points
  • Total levels, or CR if any
  • Resistances
  • Immunities

furthermore you gain a bonus to all attacks, damage, saves and ability checks equal to your Wisdom modifier against a study target for 24 hours after you studied them .

Enduring

Starting at 15th level you gain 2 x your Intelligence modifier extra Seperiority die and you gain the pulley ability below .
Resistance: you become a virtual wall. You gain resistance to all damage with the exceptions of Psychic and Force while you are wearing armor .
Stalwart: You have a strong body, able to withstand effects that might force you to back down. You have advantage in saving throws against being frightened, charmed, Stunned, Dazed and being knocked prone .

Knight Crusader

Starting at 18th flush, when you roll inaugural and have no superiority dice remaining, you gain an sum of superiority dice equal to your Intelligence .

Missionary

A Missionary is a disciple of the Imperial Creed and a Priest of the Adeptus Ministorum. Missionaries spread the Imperial Cult and defend it from the core worlds of the Imperium of Man to the far fling edges of the galax. Missionaries spread their impression in the theology of the God-Emperor across the long-settled worlds of the Imperium, ampere well as to recently rediscovered human-settled planets. They besides sometimes take a more active voice role in defending the Emperor ‘s kingdom and accompany the Adeptus Sororitas into battle. These men and women serve as the battlefront line of the Ministorum, guiding the newest followers of the God-Emperor in their daily prayers and observances .
There are many types of missionary : from the young, ardent aspirant who spread the give voice of the Imperial Creed with little guidance and digest from the Ministorum, to the ancient, wise and toughened members of the Missionarus Galaxia. These individuals are at the forefront of the Imperium ‘s expansion, accompanying the crusading armies as they discover new worlds, contact lost civilisations and push bet on the frontiers of the Emperor ‘s holy place domain .
The oldest Missionaries are natural survivors. They have fought in battles against heathen and godless savages, and thwarted the designs of Chaos and Genestealer Cults. A missionary must survive the rigours of many Terran years of Warp travel and exploration across Death Worlds, Desert Worlds, prehistoric Feral Worlds and the freezing permafrost of Ice Worlds .
Whenever a lost human culture is discovered or a raw Imperial colony is founded, a Missionary must journey to that earth to take province for its spiritual enlightenment, using any tools are most expedient. For some colonies, the Missionary ‘s province can be limited, as other servants of the Ecclesiarchy participate in the colonization effort. For newly recovered human worlds, the tax is much far more challenge .
In these instances, the Missionary must first absorb and learn the ways of the native company and its religion, if one exists. As he comes to grips with the culture, he must identify practices and teachings that can be refined to become consistent with the ways of the Imperial Creed .
A Missionary ‘s ultimate goal on any new world is to convert its existing populace to the Imperial Creed, but this is no trivial matter. Often, a Missionary must work without any confirm. As the sole spokesperson of the Imperium of Man, the Missionary serves as an ambassador to the entire planet. Given the scale of this task, many Missionaries attempt to institute a gradual and subtle reform that can subtly gain grip within the planet ‘s culture preferably than trying to violently overwhelm the local anesthetic beliefs immediately by force of arms or raw charisma .
Missionaries frequently begin implementing such changes by integrating portions of the Imperial Creed into the planet ‘s native impression system. This might be a simple matter of syncretism, substituting the emperor and His Saints for the roles of those deities already within the world ‘s pantheon. In other circumstances, a solution could require more extreme point, violent actions or could take long-run design. A missionary might besides have to design a system for a far more gradual conversion serve. By placing facets of the Imperial Creed subversively into the culture, a Missionary can help to lay the groundwork for his successor — sometimes one who alone arrives Terran centuries or millennium late. Ideally, the foundation the first Missionary creates opportunities for future Missionaries to exploit in the signs and prophecies the beginning leaves behind, ensuring that even if he can not succeed in his life, the Imperium will triumph hanker after his death .
The accurate tenets of the Creed that Missionaries espouse can vary substantially. Some are generous to a defect, granting the Emperor ‘s pardon and mercifulness for past crimes, while winning the population over with charm and aid. Those who follow this path are often more subject upon their ardent language and huge consistency of cognition. Others pursue a more militant course, frequently with the aid of particularly avid converts or even the forces of the Astra Militarum. Missionaries who employ this conversion pattern might initiate a holy place war against the satellite ‘s native religions or they might use the ability of the Imperium as a tool while they ferret out threats to world. still others work from the shadows, acting to subtly introduce the Imperial Creed so that the inhabitants never rightfully realise a variety in their culture has occurred .
When you choose this Ocupation you gain Proficiency in Warp, Religion, History and Wisdom saves .
furthermore you become Proficient with all Special melee and ranged Weapons .

Impeirial Creed

At 3rd level, you are sent to the Imperiums planets to spread the Creed on behalf of the Eclesyarchy and the spread of the religion .

  • Voice of the Emperor: Gain + 5 to all Persuasion, Intimidation and Deception skill checks made against targets that would belive the Creed.
  • The Emperor Protects Me: Your AC increases by +4 if your not wearing any Armor.
  • Will of the Emperor You gain + 5 to all Wisdom saves and ability Check,

furthermore you gain the War Hymn ability below, A Hymn ends if you can not speak, a deafen creature can not benefit from a Hymn either .
War Hymn: Imperial creatures within 30ft of you gain a +1 to attack rolls and an supernumerary 1d4 to all wrong rolls excluding psychic Powers .
At tied 10 this increases to +2 Attack and a + 1d6 to damage rolls

Cenobyte Retinue

Starting at 7th charge, you gain a cortege of Biologiacl and mechanical constructs That are called Cenobyte servitors as discribed in the NPC Minions section of this book. you gain a number of Cenobyte servitors in you retinue equal to half your Wisdom changer. You may have one of each of the Cenobyte servitors types with the exception of the Acro flagalent you may have multiple of them. If a Flagalent dies you can procure a new member within an measure of time and resources determined by the DM .
On each of the your turns you can command the NPCs with verbal ( no action required ) or hand and arm signals ( Bonus Action required ). if you do you decide what action the NPC will take and where it will move during its flex, or they can issue a general control, such as to guard a particular chamber or corridor. If they issue no commands, the Npc only defends itself against hostile creatures or its controllers military aim. once given an order, the NPC continues to follow it until its task is complete .
furthermore, at Level 14th you retinue can have a number of Cenobyte servitors equal to your whole Intelligence changer rather of half .

Emperor Protect Us

At 10th grade, you gain the Protection Hymn Below, you may only have one Hymn active agent at a clock, it takes a bonus action to change it .
Protection Hymn: Imperial creatures within 30ft of you gain a +2 to there AC and a + 1d4 on all saves made .

Emperors Favor

Beginning at 15th level, you may re-roll a phone number of dice per long rest adequate to your Wisdom modifier .

High Priest

At 18th floor, Your make imperial Creed abilities are now doubled, use the Enhanced versions below from nowadays on .

  • Enhanced Verbal Encouragement: Gain + 10 to all Persuasion, Intimidation and Deception skill checks made to stop violance or conflict or the resilution of a conflict at hand.
  • Enhanced Order Protects me: Your AC increases by +8 if your not wearing any Armor.
  • Will of the Emperor You gain + 5 to all Wisdom saves and ability Check


Sister of Silence

The Sisters of Silence are an all-female orderliness of Imperial Witch Hunters tasked with hunting down rogue psykers and other psychic threats across the galaxy. They besides help to enforce the Imperium ‘s inflexible laws on the consumption of psychic powers .
The Silent Sisterhood was most active during the time of the Great Crusade in the late 30th and early 31st Millennia. In the wake up of the Horus Heresy they became far less active in Imperial affairs to such a degree that for most of the last 10,000 Terran years the order was wrongfully believed to have been disbanded. Yet the Sisters of Silence have recently returned to bulge in the Imperium of Man following the birth of the Great Rift and the start of the Era Indomitus .
The Sisters of Silence ‘s original purpose was to hunt and kill rogue human psykers whose activities presented a severe risk to the people of the newborn Imperium of Man and to oversee the tithe of psykers from every Imperial populace to Terra .
besides known as the “ silent sisterhood, ” the “ Witch-Seekers, ” the “ Pale Scourge, ” the “ Soulless Ones, ” the “ Null Maidens, ” the “ Eyrine ” and the “ Daughters of the Abyss, ” they were once the militant arm of the Adeptus Astra Telepathica and were referred to internally within the records of the Adeptus Terra as the Departmento Investigates .
Riding the iniquity void between the stars upon the awful Black Ships during the Great Crusade, the Silent Sisterhood was the hatchet man of the Great Tithe, known by some as the “ Psyker Cull ” and the “ Hunt That Never Ends. ”
Each one of the warriors of this order are psychic Nulls, a soulless being who inspires dread wherever they walk. The Sisters of Silence ‘s elementary base of operations was the Somnus Citadel on Luna, the moon of Terra, which was maintained by the ancient Selenite Cults of gene-engineers who had long governed that world .
Along with the Legio Custodes, the Sisters of Silence had the right and duty to walk freely within the inner sanctum of the Imperial Vaults deep below the Imperial Palace, the autonomous and sole sphere of the Emperor and His family at the behest and license of the Master of Mankind. Following the end of the Horus Heresy, Mankind became superstitious and fearful of the unknown, and the Silent Sisterhood was cast out by a distrustful empire .
They disappeared from Imperial history for about 1,500 standard years, until the Imperium faced annihilation at the hands of the massive Ork WAAAGH ! led by the Warlord known only as The Beast in the 32nd Millennium. The last vestiges of the Silent Sisterhood would play a key role in defeating this Ork WAAAGH ! and diverting catastrophe .
Though officially disbanded after the Age of Apostasy in the 36th Millennium, many enclaves of the Silent Sisterhood inactive fought for the Imperial lawsuit, albeit in a more close and elite capacity than ahead .
With the resurrection of Roboute Guilliman as the Lord Commander of the Imperium after the parturition of the Great Rift in 999.M41, the Silent Sisterhood has begun to serve more openly alongside Imperial military forces once more
When you choose this Ordo you gain Proficiency in Athletics, History, Arcana\warp and Wisdom saves .
furthermore you become Proficient with all Exicutioners blade .

Superior combatant

When you choose this original at 3rd degree, you learn maneuvers that are fueled by special dice called superiority cube .
Maneuvers. You learn three maneuvers of your choice as shown in chapter 5, Rules under Maneuvers. many maneuvers enhance an attack in some way. You can use only one steer per attack. You learn two extra maneuvers of your choice at 7th, 10th, and 15th floor. Each time you learn new maneuvers, you can besides replace one maneuver you know with a different one .
Superiority Dice. You have a number of superiority dice equal to you Proficiency bonus + your Intelligence, which are d8s. A superiority die is expended when you use it. You regain all of your use superiority dice when you finish a short or long rest .
Saving Throws. Some of your maneuvers require your aim to make a rescue throw to resist the steer ‘s effects. The saving throw DC is calculated as follows :
Maneuver save DC = 8 + your proficiency bonus + your military capability or Dexterity modifier ( your choice )
At 10th horizontal surface, your superiority cube turn into d10s. At 18th degree, they turn into d12s .

Pariah Control

Staring at horizontal surface 7 you no longer take damage when you counter a while with you racial anti-magic field and you may restrict your antimagic aura to 5ft or effecting precisely yourself this may be done as a bonus action .

Know Your Enemy

Starting at 10th level, if you spend at least 1 minute Reading about, observing or interacting with another creature outside battle, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in attentiveness to a act of the follow characteristics of your choice equal to your Wisdom modifier, If a target of this is killed you may still benefit from this ability if the target was a generic enemy that you may face again, for exercise if you studied some Chaos cultists you will retain these bonuses against all cultist for the duration .

  • Strength score
  • Dexterity score
  • Constitution score
  • Wisdom Score
  • Intelligence Score
  • Charisma Score
  • Armor Class
  • Current hit points
  • Total levels, or CR if any
  • Resistances
  • Immunities

furthermore you gain a bonus to all attacks, damage, saves and ability checks equal to your intelligence changer against a analyze aim for 24 hours after you studied them .

Pariah Blast

Starting at 15th level you gain 2 x your Inteligence modifier supernumerary Seperiority die and you gain the Pirah Revolte ability below .
Pariah Blast: Anytime you anti magic trick feild cancels a spell or nulifies damage aginst you you deal 2d10 psychic damage to the caster .

Combat Tested

Starting at 18th tied, when you roll first step and have no superiority cube remaining, you gain an amount of superiority cube equal to your Inteligence .

Rouge Trader

rogue Traders, in the first place called Rogue Traders Militant during the era of the Great Crusade and the Horus Heresy, are singular and brawny homo individuals who serve as a combination freelancer explorer, conquistador and interstellar merchant for the Imperium of Man. They are ancestral Imperial servants and nobles, given a starship, a crew, and sometimes a contingent of Space Marines ( in identical rare cases ) or troops of the Astra Militarum and carte blanche to roam those worlds of the galaxy that still lie beyond Imperial command or cognition .
In their undertaking of exploring and exploiting the still-uncharted regions of the galaxy for Mankind, Rogue Traders might come across worlds harbouring long-forgotten human civilisations which will be late incorporated into the Imperium by official Adeptus Mechanicus Explorator fleets and expeditions of the Imperial Navy and Astra Militarum. other times they find evacuate or alien-dominated planets ripe for colonization, conquest or exploitation by the Imperium — and themselves
The pallbearer of a hallowed Warrant of Trade that empowers him to journey beyond the boundaries of the Imperium to trade, explore, and make war in the God-Emperor ’ mho name, a Rogue Trader is a singular calculate in the black iniquity of the Imperium. He may be a newly entitled world power on the ascend or hail from a long descent of nobles and voidfarers, but all bear their titles with pride, striking out into the unknown in search of luck and glory .
A Rogue Trader is a power unto himself in the night voids, master of all he surveys―at least adenine far as his force out of arms and sharpness of wits can press the claim. A rogue trader can be many things but whether standing as diplomat before a global ruler, cutting a shadow deal in a station undercity, bellowing orders amidst an arm host set upon plunder, or striding the bridge of a mighty starship, they remain one thing above all — detached .
often, Rogue Traders come from a dynasty of bang-up leaders and visionary commanders, with a celebrated ( or darkly ill-famed ) linage stretching back millennium. other times, they are from younger, more dynamic families, much coming from the ranks of the Adeptus Terra, the Imperial Navy, or the Astra Militarum. Whatever their origins, all Rogue Traders are foremost and foremost masters of their own fates, and upon their shoulders can rest the success or failure not lone of their endeavours and their bloodlines, but of countless future generations and, often, the fortunes of integral worlds .
Despite the fact that the weight of such responsibility is his to bear entirely, a Rogue Trader constantly surrounds himself with a clique of allies and retainers. No Rogue Trader can undertake his mission alone, for no man or womanhood can be master of every one aspect of trade, exploration, exploitation, and war. As a result, all of the most successful rogue Traders have the impress ability to recognise the rate of others and their motivations and, as a leader, are able to utilise every weapon and ability in their human arsenal to their entire electric potential .

Though he must rely on others for the most specify of skills ( not to mention certain needed resources ), it falls to the Rogue Trader to know how and when to exercise his own judgment and how to delegate where needed. He may not steer the helm of his null cabin cruiser, nor fire and aim every Macrocannon in person, but the Rogue Trader selects and commands those who do and it is his orders that are obeyed. Likewise he may know little of the arcane rites of the Augury and Auspex, but it is ultimately his decision whether or not to trust the word of the Explorator who claims it safe to breathe the air travel of a newly discovered worldly concern .
rogue Traders must constantly look to their own abilities and auspices, regardless of the office of their allies, for there will constantly be those covetous of their might and place, and countless rivals to their goals. As a leave, most have a preference for the identical finest personal weapons and equipment their fortunes can acquire — for even friends can soon become enemies when a world ‘s ransom is at stake. Some never leave their bridge without donning an ancient and revered suit of Artificer-wrought Power Armour, while others secret diabolically cunning personal power field generators of alien manufacture beneath a flashy uniform. none are ever disarm, bearing, even aboard their own vessels, minute Digital Weapons and other implements of end. however they outwardly comport themselves, Rogue Traders must be supremely convinced in their own abilities, and able to walk aside from even the most desperate position somehow having profited from their parlous adventure, even if that profit must be counted strictly by survival .
When you choose this Ordo you gain Proficiency in Athletics, History, Religion and Wisdom saves .
furthermore you become Proficient with all Special and Sniper Weapons .

Trader life

Starting at 3rd degree, Any Rouge Trader is worth their salt and will have a bite of a cocky position, but only the best know how to use that pride to push themselves beyond their limits .
At 3rd Level you gain entree to a pool of resources called Ego points. These Ego points can be spent to fuel certain abilities that your Rogue trader can employ. At 2nd floor you have 2 + your charisma bonus Ego points, and you get an extra 2 at levels 7, 10, 15, 18 .
Any Ego ability that requires a saving throw uses the succeed convention .
Ego Save DC = 8 + Your Proficiency Modifier + Your Charisma Modifier
When you get this ability, you have access to three Ego abilities. These abilities are
Risky Strike: You may spend an Ego point to make a weapon attack against a creature as a bonus military action. The animal you target has advantage on their adjacent attack against you if you choose to make this attack .
Winning Personality: You may spend an Ego point as a reaction to grant yourself advantage on one charisma based check or saving throw .
Rally: As an action, you may spend an Ego point to inspire an ally within 30 feet of you. That ally gets advantage on their following attack roll or ability check. If they do not use this benefit before the end of their future turn, it is lost .
Any Ego points exhausted are returned after you take a long rest. At 10th degree, they return at a short or long rest

Contract Negotiation

besides at 3rd level, you have managed to find the proper give voice and tactics to get the most out of a condense. When taking a job or contract, you may make a Persuasion ( Charisma ) hindrance with advantage against the aim ’ sulfur Insight ( Wisdom ). On a succesful check, you may get 25 % more money when being paid. You may besides make an Insight ( Wisdom ) control with advantage when reading any kind of contract to determine any sort of misleading data or clauses that will be a detriment .

Confidant

At 7th Level, you thrive on the battlefield. You shock and awe all those around you, proving once and for all that you are the greatest combatant, Explorer, Leader and Confidant. in the kingdom and well worth your price .
As a bonus action, you may enter a state of intensify ability as your assurance and self assurance pushes you across the battlefield. While in this express you gain a few different effects .

  • You may add your Charisma Modifier to your attack and damage rolls.
  • You give off a confident aura, giving allies a bonus on attack rolls and enemies a negative to attack rolls, equal to your Charisma bonus so long as you are within 15 feet of them.
  • You gain advantage on check or saves against being Frightened, Charmed, or compelled by natural or magical means equal to your Charisma bonus.
  • You regain a number of Ego points equal to half your Charisma bonus (rounded up) when you first enter this state.
  • You are not affected by difficult terrain and you gain +5ft movement.

This state lasts for 1 minute, or until it is dismissed. ( No action required. )
After you use this ability, you can ’ thyroxine use it again until after you finish a long rest .
Furthermore your unbridled machismo never stays down for long. additionally, you have developed your dicker skills over fourth dimension and may now get astir to 50 % more money from contracts, and up to 25 % more from selling items using Contract Negotiation .

Fierce Reputation

By 10th Level, you have earned slightly of repute in the down. Allies are inspired by your presence, and enemies dread your arrival. As an action you may spend three Ego points and pick one if the take after effects .
Legendary Ally: You may select a number of allies peer to your charisma modifier within 30 feet of you. If these allies can see or hear you, they gain 1d8 + Your Charisma Modifier in temp hit points, and have advantage on saving throws against being frightened or charmed for 1 moment. You may select yourself as one of the allies. During that 1 moment, you may spend another Ego point to re-apply the Temporary HP to the lapp allies, indeed long as they can still see you and are within 30 feet of you
Dreaded Foe: You may select a number of Enemies adequate to your Charisma changer and that are within 30 feet of you. These enemies must make a Wisdom saving throw against your Ego DC or be frightened of you for 1 minute. During this time they may entirely use their action to dash, and must try to get as far aside from you as possible, through the safest road. They may repeat the write throw at the end of each of their turns. Enemies that succeed on this saving project can ’ triiodothyronine be affected by it again for 24 hours .
furthermore, You immediately regain spend self points from a curtly or long rest .

Proving a Point

At 15th level your pride can push you beyond some of your convention limitations, proving your superiority. When you make an attack, you may spend 1 Ego points to raise your damage by 1 wrong die. You may continue to spend Ego points in this way, one point at a fourth dimension, to continue to raise your damage by 1 wrong die .

Best in the Galaxy

At 18th Level, you expireance has brought you confidance to a raw flush, those around you will take comment to you, whther the wish to or not .
When you enter you Confidence you gain the improved effects below in replace of the normal bonuses .

  • You add 2x your Charisma Modifier to your attack and damage rolls.
  • Your confident aura gives allies advantage on attack rolls and enemies disadvantage on attack rolls so long as you are within 30 feet of them.
  • You can’t be Frightened, Charmed, or compelled by natural or magical means.
  • You regain a number of Ego points equal to your Charisma modifier when you first enter this state.
  • You are not affected by difficult terrain and you gain +10ft movement.

This state lasts for 1 minute, or until it is dismissed. ( No action required. )
After you use this ability, you can ’ t use it again until after you finish a inadequate rest .

Gunslinger

A gunman stick to his try on and true firearm its the thing that constantly seem to get them out of the mean spots you seem to find your self in. most gunslingers travel with rouge traders seeking a more exhilarate gunfight or become a gunman for hire in some beehive city .
When you choose this Martial Path advance Proficiency in Acrobatics, Perception, Tech and Dexterity saves .
furthermore you become Proficient with all Revolver Weapons .

Grit and trik shot

When you choose this original at 3rd flush, you learn to perform mighty trick shots to disable or damage your opponents using your firearms .
Trick Shots. You learn two magic trick shots of your choice, which are detailed under “ Trick Shots ” below. many maneuvers enhance an attack in some room. Each practice of a trick shooting must be declared before the assail coil is made. You can use only one flim-flam shot per attack .
You learn an extra trick shoot of your choice at 7th, 10th, 15th, and 18th charge. Each time you learn a new trick shot, you can besides replace one trick inject you know with a different one .
Grit. You gain a number of grit points equal to your Wisdom modifier ( minimal of 1 ). You regain 1 expended grit sharpen each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a animal of meaning threat ( DM ’ s discretion ). You regain all expended grit points after a short or long rest .
Saving Throws. Some of your antic shots require your targets to make a save hurl to resist the flim-flam shoot ’ sulfur effects. The saving throw DC is calculated as follows :
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

Quickdraw

When you reach 7th level, you gain advantage on your inaugural rolls. You can besides stow a firearm, then draw another firearm as a single object interaction on your turn .

Acurate

At 10th flat, your firearm attacks score a critical stumble on a natural seethe of one better the you would have needed, and you regain a backbone orient when you crit with an fire paradiddle .

Hemorrhaging Critical

Upon reaching 15th level, whenever you score a critical stumble on an assail with a firearm, the target must pass a constitution keep open DC 8 + your profecientcy bonus + your Wisdom bonus, on a fail the target suffers an extra half of the wrong from the attack origanal attack at the end of its future turn .

Hardened Gunslinger

At 18th Level, If you enter fight With no Grit, gain an measure of backbone eqaul to you wisdom Modifier and you now know all 8 Trick shoots

Trick Shots

Bullying Shot: You can use the herculean blast and thundering sound of your firearm to shake the conclude of a creature. You can expend one backbone degree while making a Charisma ( Intimidation ) check to gain advantage on the roll .
Dazing Shot: When you make a firearm attack against a creature, you can expend one grit period to attempt to dizzy your adversary. On a hit, the animal suffers normal wrong and must make a Constitution saving hurl or suffer disadvantage on attacks until the end of their following turn .
Deadeye Shot: When you make a firearm attack against a animal, you can expend one backbone point to gain advantage on the attack roll .
Disarming Shot: When you make a firearm attack against a animal, you can expend one grit point to attempt to shoot an object from their hands. On a strike, the creature suffers normal wrong and must succeed on a Strength saving bewilder or dangle 1 held object of your option and have that object be pushed 10 feet away from you .
Forceful Shot: When you make a firearm attack against a animal, you can expend one grit point to attempt to stumble them up and force them back. On a hit, the creature suffers normal wrong and must succeed on a Strength saving confuse or be pushed 15 feet away from you .
Piercing Shot: When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm ’ south misfire score. On a hit, the creature suffers convention damage and you make an attack roll with disadvantage against every creature in a line directly behind the prey within your beginning crop increase. entirely the initial fire can misfire .
Violent Shot: When you make a firearm attack against a animal, you can expend one or more grit points to enhance the efectivness of the attack. If the attack hits, you can roll one extra weapon damage die per backbone degree spent when determining the damage .
Wing Shot: When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a collision, the creature suffers normal price and must make a Strength saving throw or be knocked prone .
Bleeding shot: If this approach hit the target the target take 1D6 price until a constitution save DC 8 + your profecientcy bonus + your Wisdom bonus is passed, this test is taken at the end of each round .

Desperado

Desperado ‘s are a type of warrior and mercenary within the Imperium. Often plainly refered to as Scum or Hive Scum, Desperado ‘s are often celebrated criminals, Killers, and bodyguards who have had many brushes with Imperial authorities. Due to possessing a broad kind of skills related to criminal or revolutionist activities, Inquisitor ‘s will sometimes recruit Desperado ‘s ( willing or otherwise ) into their cortege
The Warrior focuses on the Development experience honed to deadly paragon. Those who model themselves on this soldierly path combines rigorous Training with physical excellence to deal devastate blows .
When you choose this Martial Path acquire Proficiency in Athletics, Acrobatics, Survival and Con saves .
furthermore you become Proficient with all Power Weapons .

Improved Critical

Beginning when you choose this martial path at 3rd Level, your weapon attacks score a critical score on a hustle of 19 or 20 .

Remarkable Warrior

Starting at 7th level, you can add half your proficiency Bonus ( round up ) to any Strength, Dexterity, or Constitution check or save you make. this increases to your whole proficiency at level 15 .
In addition, when you make a running long leap out, the distance you can cover increases by a act of feet equal to your Strength modifier .

Versitile Fighter

At 10th floor, you can choose a second choice from the Fighting Style classify have, you may pick another at levels 15 and 20

Superior Critical

Starting at 15th horizontal surface, your weapon attacks score a critical hit on a roll of 18-20 .

Survivor

At 18th level, you attain the acme of resilience in battle. At the begin of each of your turns, you regain strike Points equal to 5 + your Constitution modifier if you have no more than half of your Hit Points left. You do n’t gain this benefit if you have 0 Hit Points .

Ganger

Gangs are violent, territorial groups that can be found throughout the Imperium. Hive Worlds are known for their extensive amount of gangs. tied Terra has a huge act of gangs formed from the barren non-adept population .
hive universe gangs are frequently part of the knock-down equal families or clans of the hives. Some gangs ( known as terror gangs ) are from the young nobility of hive worldly concern cities, which descend to attack the lower-level gangs. Powerful lower flush gangs are sometimes legitimized by the erratic Government as the beehive world ‘s planetal defense forces, in order to keep down the most anarchic elements, and tied to defend the planet if it is attacked. From there they may be recruited into the Imperial Guard .
beehive gangs much assume a name reflecting whatever they identify themselves with, such their territory, environment or fighting vogue. On the hive earth of Tellus, for case, gangs were recorded as having names such as the “ Bad Rad Boys ”, the “ Metal Maniacs ”, the “ Screaming Scabs ” and the “ Zeta Death Phalangites ”
Ganger ‘s are the lords of the under city culture, learning the ins and outs of street life in the empires many Hive cities. The early on days of a gangers life will consist of working the streets and fighting with other gangs to earn deference enough to earn a follow of underlings, that will aid in your condemnable enterprising .
When you choose this brawler type you gain Proficiency in Intimidation, Persuasion, Deception and Charisma saves .

furthermore you become Proficient with the follow weapons and they become Brawler weapon Bat, Punching dagger, Brass Knuckles, Crowbar, Sledge hammer. you besides gain Proficiency with all Stub and Auto weapons but they do not count as Brawler weapons .

Undercity Afilliate

Starting at 3rd your reputation and connections within the undercity is growing, once per day you may attemped a Pursuation, misrepresentation or intimidation check mark ( DC 15 ) on a lower city citizen, to Learn the location of a undercity supplier and what afiliations the supplier may be a part of or the location of a nearby gang affiliation. The type of skill used during the test could have positivist or negative effects on your repute with that specific undercity suppliers and any affiliations they may be a part of, this is all at DM descretion .

Gang leader

Starting at 7th grade, You gain an come Gangster equal to half your Charisma bonus ( rounded down to a minimal of 1 ), refer to NPC minions department of this book for the stats. The weapons, armor and equipment is dependant on what weapon you give them the may use any stub or car weapons and all bare and martial weapons. If a gangster dies you can procure a modern member within an come of clock determined by the DM .
On each of the your turns you can command the NPCs with verbel ( no action required ) or hand and arm signales ( Bonus Action required ). if you do you decide what legal action the NPC will take and where it will move during its turn, or they can issue a general command, such as to guard a particular chamber or corridor. If they issue no commands, the Npc only defends itself against hostile creatures or its controllers military target. once given an order, the NPC continues to follow it until its task is accomplished. the creature uses your Proficiency bonus when determining attacks and Skills .

Bodyguard

Beginning at 10th level, you gain a Ogryn bodyguard, use the stats below for the Bullgryn. the dose not count as one of your Gangsters when determining how many members you can have in your instruction police squad. The Ogryn may use sheilds, all Simple and soldierly melee weapons and car cannon .

Under Boss

At 15th level, you are so well known in the undercity affiliations you gain advantage on all determent, persuation and misrepresentation rolls made on any undercity consort you besides gain a 25 % off rebate at undercity supliers. but you have disadvantage on any ability determine made to avoid being recognized
furthermore you may have a number of gangsters equal to your whole Charisma bonus rather of half .

Underlord

At 18th flush, you may now have a number of gangsters equal to double your Charisma bonus and you may now have two Bodyguards .

Brawler

Brawlers a those few that tend to stick to the arts of hand to hand active, Ranging from street fighters to Monks and Martial Artistas to the Scavvies that dont have the means to arming themselves by rights so they resort to savagly scrping and kickin at there foes. Brawlers are the type of character you want when weapons are not in the questsion, but not person you want to cross in most situation .
Prerequisites

Level Proficiency Bonus Features Unarmed damage Brawler Grit
1st +2 Unarmed Fighter 1D4
2nd +2 Brawlers Grit, Brawler Techniques (2) 1D4 2
3rd +2 Brawler type 1D6 3
4th +2 Ability Score Increase 1D6 4
5th +3 Extra Attack, Stamina Surge 1D6 5
6th +3 Brawler type Feature, 1D8 6
7th +3 Brutal Fists 1D8 7
8th +3 Ability Score Increase 1D8 8
9th +4 Temporance 1D8 9
10th +4 Brawler type Feature 1D10 10
11th +4 Stamina Surge, Extra Attack (2) 1D10 11
12th +4 Ability Score Increase 1D10 12
13th +5 Shake it off 1D10 13
14th +5 Brawler type Feature 1D10 14
15th +5 Gritty Fighter 1D12 15
16th +5 Ability Score Increase 1D12 16
17th +6 Stamina Surge 1D12 17
18th +6 Brawler type Feature 1D12 18
19th +6 Savage Brawler 1D12 19
20th +6 Ability Score Increase 1D12 20

Class Feature

As a Brawler you gain the postdate class features

Hit Points

  • Hit Dice: 1D8 per Brawler level
  • Hit points at 1st level: 8 + your constitution modifier.
  • Hit Points at Higher Level: 1D8 (or 4) + your Constitution modifier per Brawler level after 1st

Proficencies

  • Armor: light
  • Weapons: All simple weapons.
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills:
    Choose 2 skills from Acrobatics, Athletics, Intimidation, Stealth, Perception, Technology

Equipment

Brawler starter kit out

Unarmed Fighter

Your practice of unarmed fight gives you domination of how you use disarm strikes and Brawler Weapons, which are shortswords and any dim-witted Melee Weapons that do n’t have the ambidextrous or heavy property .
You gain the succeed benefits while you are unarmed or wielding only brawler Weapons and you are n’t wearing medium or heavy armor or wielding a Shield .
• You may use Dexterity rather of Strength for the Attack and Damage Rolls of your unarmed strikes and Brawler Weapons .
• You may roll a d4 in seat of the convention damage of your Unarmed strike or Brawler weapon .
• When you use the Attack legal action with an Unarmed rap or a Brawler weapon on Your Turn, you can make one Unarmed strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can besides make an Unarmed strike as a Bonus Action, assuming you have n’t already taken a Bonus Action this turn .
Certain Brawler styles use specialized forms of the Brawler Weapons. For case, you might use a club that is two lengths of woodwind connected by a curtly chain ( called a nunchaku ) or a Sickle with a short, true blade ( called a kama ). Whatever name you use for a Brawler weapon, each Brawler dash has a list of different brawler weapons you my use

Brawlers Grit

Starting at 2nd Level, your train allows you to use you grit as a brawler to get up an preform acts of Physical greatness. Your access to this is represented by a number of brawlers grit points. Your brawler level determines the number of points you have, as shown in the brawlers Grit column of the brawler table .
When you spend a Brawlers Grit, it is unavailable until you finish a shortstop or long Rest, at the end of which you draw all of your spend brawlers grit back into yourself .

Brawler Techniques

You can spend Brawlers grit points to fuel assorted Brawlers techniques. You start knowing two such features. You learn one extra Brawler techniques at levels 6, 10, 14, 18 .
Some of your brawlers features require your target to make a rescue throw to resist the sport ‘s Effects. The saving shed DC is calculated as follows :
Brawlers Technique save DC = 8 + your Proficiency Bonus + your Wisdom modifier

Double Strike

immediately after you take the Attack action on Your Turn, you can spend 1 brawlers grit to make two unarmed strikes or 2 Brawlers grit to make 3 disarm attacks as a Bonus Action .

Retaliate

You can spend 1 brawlers grit to take make one attack as a reaction to being attacked by melee weapon .

Sturdy Defense

You can spend 1 brawlers grit to take the Dodge action as a Bonus Action on Your Turn .

Reposition

You can spend 1 brawlers grit to take the Disengage or Dash action as a Bonus action on Your turn .

Stunning Strike

When you hit another creature with a Unarmed or Brawlers weapon Attack, you can spend 2 Brawlers Grit point to attempt a stun fall upon. The target must succeed on a Constitution saving throw or be Stunned until the end of your future turn .

Accurate Strike

You may use 1 Brawlers Grit to gain advantage on your adjacent assail .

Knock out

When you hit another creature with a Unarmed Attack, you can spend 4 Brawlers Grit decimal point to attempt a knock out. The target must succeed on a Constitution saving confuse or be unconcious, taking a newly test at the end of each of your turns. on a pass the creature is conscious. A animal that is immune to the effects of the knocked out discipline is not effected by this ability either .

Deadly strike

Before you make a disarm or Brawlers weapon attack you may spend 3 Brawlers grit, if you do and the assail hits it automaticaly scores a critical strike .

Disarm

When you make a melee attack against a creature, you can expend 2 Brawlers grit point to attempt to take an object out from their hands. On a hit, the animal suffers normal damage and must succeed on a Strength saving throw or drop 1 held aim of your option and have that object be pushed 10 feet away from you .

Defense

You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn .

Trip

When you hit with a unarmed attack you may spend 1 brawlers Grit to to attempet to trip the target. The target must succeed on a Dexterity saving throw or be knocked prone .

Piercing strikes

as a bonus military action you may spend 2 Brawlers backbone target to make your unarmed strikes count as having AP, you may spend 4 Brawlers Grit to make them AP+ and 6 for AP++, after this is done, it lasts for 1 Min and can end as a bonus natural process, if you want to increase the authority when it is active you must end it and repay the monetary value for the AP you desire .

Brawlers Style

At 3rd level, you choose a manner that you train your brawlers styles and techniques. Choose Jugernoght, Martial Artist, Psy Monk or Street combatant, all detailed at the end of the class description. The original you choose grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level .

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 20th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can ’ deoxythymidine monophosphate increase an ability score above 20 using this feature of speech .

Extra Attack

Beginning at 5th grade, you can attack doubly, rather of once, whenever you take the Attack action on your turn. The number of attacks increases by 1 when you reach 11th level in this class .

Stamina Surge

At 5th level. You have a limited well of stamina that you can draw on to protect yourself from damage. On your flex, you can use a bonus action to regain stumble points peer to 1d10 + your combatant level. once you use this feature, you must finish a short or long remainder before you can use it again .
At degree 11 you gain 1 more use of this feature and another at flush 17 .

Piercing strikes

By 7th level, Your unarmed strikes now have AP all the time and if you use the Piercing Strikes Techniques You get AP+ for 2 Brawlers Grit and AP++ for 4 Brawlers Grit .

Body hardening

Beginning at 9th charge, You gain a permanent wave +2 to your united states constitution score and your maximum constitution can be 22 .
This increases to + 4 at 18th tied, and your utmost may be 24 .

Shake It off

Beginning at 13th level, you have the ability to shack off conditions effecting your. you may spend 5 Brawlers grit to end on condition on you you may use this multiple times at the monetary value of 5 brawlers grit per discipline removed .

Gritty fighter

Starting at 15th level, Whenever you stat an enterprise with no Brawlers backbone you gain an sum equal to you constitution bonus .

Savage Brawler

At 19th, when you roll damage for a disarm or Brawlers weapon approach, you can reroll the damage die and use either full .

Juggernaut

The Juggernaut is a Unstopabble frighten string of pure Muscle, that will trample and smash the eneimes into a pulp. Often found in gangs and under city afiliations. The Loyal and ofter dense Juggernaut will constantly find a home as some body guard of a big name ganger of a well knows bouncer at a Habb localization in a Hive city .
When you choose this Brawler type you gain Proficiency in Athletics, Intimidation, Survival and Strength saves .
furthermore you become Proficient with all Medium and heavy armor plus Juggernaut weapons/helms .

Freight Train

Starting at 3rd level, on a sucsessful thrust attack you push and knock the target prone. If you fail the athletics test your target cream either to be knocked prone or Pushed back 5 foot .
furthermore. gain the crushing Impact feature below .
Crushing Impact: If you move your soap movement in a stright channel and then make a jostle assail, you You deal 2D8 Force price price to the target and half arsenic much if the jostle faild
The damage from this ability increses by 2D8 at levels 6, 10, 14 and 18 .

Unstoppable

Starting at 6th level, you gain advantage on Strength ( Athletics ) checks when making a thrust attack and you gain the fastball trail sport below .
Bullet Train: if you move double you movement in a stright line and make a crush shock you may use D12 ‘s for the price die insteed of D8 ‘s .

Menacing Wall

starting at 10th flush you are immune to the frightened condition and being knocked prone unless you choose to be. if resist a creatures spell or ability as a leave of this, you may as a reaction you may attempet to frighten that creature. That animal must may a Wisdom saving confuse DC 8 + your proficientcy bonus + your fundamental law or be frightened taking the screen at the goal of each of there turns until it is passed .

Destructive Charge

Starting at 14th degree you gain the Disorienting care and headbutt features below .
Paralyzing blow: after dealing damage with crushing load the target must make a Constitution salvage DC 8 + your proficientcy bonus + your Strength bonus, on a fail the prey is paralyzed for 1 round. if the test is passed the target is stuned for 1 round off .
Headbutt: you may cause a destructive charge without having to move during your turn. you may use this a number of times peer to half you Constitution bonus Rounded down to a minimum of 1. You regain all uses of this feature after you complete a short rest .

Hard headed

Starting at 18th grade You gain resistance to all damage with the exception of beaming and necrotic. and you may you may use the read/write head but feature a total of clock adequate to your unharmed constitution score rounded down to a minimum of 1 .

Martial Artist

Martial artis stress on a codify systems and traditions of fight practiced for a number of reasons such as self-defense ; rival ; physical, mental and apparitional exploitation ; and entertainment or the preservation of a nation ‘s intangible cultural heritage .
When you choose this brawler type you gain Proficiency in Athletics, Acrobatics, Insight and Wisdom saves .
furthermore you become Proficient with the follow weapons and they become Brawler weapon nun-chuk, sai, katana, tanto, tonfa, Kama, fan, halberd, long spear .

Unarmored Training

Starting at 3rd flat you gain the unarmored defense mechanism and the Unarmored movement features below
Unarmored Defense: while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier .
Unarmored Movement: your speed increases by 5 feet while you are not wearing armor or wielding a Shield. This bonus increases by 5ft at levels 6, 10, 14 and 18 .
At 10th floor, you gain the ability to move along upright surfaces and at 18th level you can move across liquids on Your change state without Falling during the move .

Evassive actions

Starting at 6th level, you gain the evasion and the tumble features below .
Tumble: you can use your reaction when you fall to reduce any Falling wrong you take by an measure peer to five times your Braler flush .
Evasion: your natural agility lets you dodge out of the manner of certain area Effects, such as a blue sky draco ‘s lightning
breath or a Fireball spell. When you are subjected to an consequence that allows you to make a Dexterity saving hold to take merely one-half wrong, you alternatively take no damage if you succeed on the write bewilder, and alone half damage if you fail .

Open Hand Technique

Starting at 10th Level, you can manipulate your enemy ’ mho. Whenever you hit a creature with an unarmed attack, you can impose one of the surveil Effects on that target this may be done onces per plow .

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 5 feet away from you.
  • It can’t take reactions until the end of your next turn.

Focused Arts

Starting at 14th level, you gain the pursue properties :

  • Your may now have your unarmed strikes do double damage to objects and structures.
  • You gain proficiency in 3 new tools and or combination of musical instruments of your choice.
  • You may spend 1 Brawlers grit to re-roll any check made using a tool your are proficient in.

Quivering Palm

At 18th charge, you gain the ability to set up deadly vibrations in person ’ s body. When you hit a creature with an Unarmed hit, you can spend 4 brawlers grit to start these imperceptible vibrations, which last for a total of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the lapp plane of universe. When you use this action, the creature must make a Constitution preservation give. If it fails, it is reduced to 0 Hit Points. If it succeeds, it takes 10d10 necrotic damage .
You can have only one creature under the impression of this sport at a time. You can choose to end the vibrations harmlessly without using an natural process .

Scavvy

Scavvies are humans who exist in the lowest reaches of the hive cities, where the effluent of industry makes its direction down and pollutes the environment. This is besides a region where the rule of the Imperium holds little influence and so there exists little rule of law and even less subscribe or provision of food and water .
It is in this world that the Scavvies exist their environment has twisted them into pathetic degenerates that have few moral qualms when faced with matters of their own survival. They live on a diet that more “ normal ” humans might find distasteful ; sometimes evening encroaching into cannibalism in order to stay alert .
A distinctive Scavvy appears how one would expect any human who lives in extreme poverty to appear. They have a very inadequate complexion of about scandalmongering clamber, due to the build-up of pollutants, the miss of sunlight, and disease. They besides much have wasted and/or deformed limbs, probably due to poor healthcare or birth defects .
Despite these outward defects, it is crucial to note that Scavvies are not inevitably Mutants, although mutants do appear among them as they do among other human populations. The majority of scavvies are of baseline human stock .
due to the nature of their environment, Scavvies must group together in orderliness to survive. Yet due to the isolation and their anti-social behaviours, these groups constantly consist of several families that are badly connatural, no doubt increasing their rate of degeneration .
so far loyalty to their kin is not a park trait held by scavvies, and thus the group is held in concert through a combination of animal force out and underhandedness by the strongest male of the clique. even then, the largest groups do not much last for long and its members will desert unless threatened or bribed to stay .
That said, there have been occurances of particularly successful “ Beggar Kings ” who have united respective Scavvy packs into a individual tribe, which no doubt will have dispersed once again upon their deaths .
Scavvies can not organise themselves well adequate to occupy or operate any territory that they might inhabit, which may or may not be a resultant role of their miss of education. thus any localization that they move their base camp to will quickly accumulate drivel and dirt, becoming highly contaminated ascribable to their disgusting means of life .
yet despite this lack of managerial constitution, they are cunning enough to plan raids and ambushes. even the more successful leaders among them begin make-shift racketeer or “ tax ” operations through intimidation of the more comfortable hive dwellers .
besides, most of the Scavvy leaders have the foresight to bring confirm with them whenever they go into struggle and will round up tied less fortunate hive dwellers and goad them into battle as cannon fodder .
When you choose this brawler character you gain Proficiency in Stealth, Sleight of Hand, Deception and Dex saves .
furthermore you become Proficient with the follow weapons and they become Brawler weapon * * Industrial Weapons, Power pick, weapons * *. you besides gain Proficiency with all stub and auto weapons but they do not count as Brawler weapons .

Dirty Fighter

Starting at 3rd floor if you should find your self in a choker spot you know how to survive by any means. You gain the Sneak Attack feature located in the home brew feats section of this book and you learn one of the Brawlers Techniques below and when you learn more brawlers techniques you may pick from these aswell as the standard Brawler class techniques .

Dirt in the Eye

In replace of an attack and 1 Brawlers Grit you may attempt to blind enemies in a 10ft cone in movement of you. each animal in the cone must make a dexterity deliver, of a fail the creature is Blinded until they use an action to get the dirt out of there eye. This may only be done on creatures that has a natural eyesight that it sees from .

Low Blow

When you hit another Humanoid creature with a Unarmed Attack, you can spend 3 Brawlers Grit luff to attempt a broken blow. The aim must succeed on a Constitution saving bewilder or be Stunned and Prone until the end of your following change by reversal and the aim is poisoned for an sum of rounds peer to your Dexterity bonus .

Ear Clap

When you hit another Humanoid animal with a Unarmed Attack, you can spend 1 Brawlers Grit point to attempt a ear Clap. The aim must succeed on a Constitution saving throw or be Defend for an sum of rounds equal to your dexterity bonus .

Fish Hook

When you are grappled with a animal, you can spend 1 Brawlers Grit degree to get advantage on you future Strength ( athletics ) skill checks made in a cope .

Vanish

You can spend 1 brawlers grit to take the shroud military action as a Bonus natural process on Your turn .

Seasoned Scavvy

Starting at 6th level, you can use a Bonus Action on your turn to make a Dexterity ( Sleight of Hand ) check, to steal something or pickpocket person, alternatively you may use your thieves ’ tools to Disarm a trap, open a engage, or take the Use an Object action .
you besides gain the ability to climb faster than normal, climbing no longer costs you extra Movement. In summation, when you make a running jump, the outdistance you cover increases by a number of feet equal to your Dexterity changer .

Evasive Nature

Starting at 10th Level, you can agilely dodge out of the way of certain area Effects, such as a Deamons fiery breath or an ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take merely half wrong, you alternatively take no wrong if you succeed on the deliver hold, and entirely half damage if you fail .
furthermore when an attacker that you can see hits you with an Attack, you can use your reaction to halve the attack ’ randomness damage against you .

Scavvy Reflexes

Beginning at 14th level, you have become adept at laying ambushes and promptly escaping risk. You can take two turns during the foremost round of any Combat. You take your first twist at your convention Initiative and your second turn at your Initiative subtraction 10. You can ’ triiodothyronine use this feature when you are surprised .

Scavvy luck

At 18th degree, you have an preternatural bent for succeeding when you need to. If your Attack misses a target within stove, you can turn the miss into a reach. alternatively, if you fail an ability bridle, you can treat The D20 roll as a 20 .
once you use this feature of speech, you can ’ triiodothyronine use it again until you finish a short or long Rest .

Rouge Psyker

rogue Psykers are human Psykers that nowadays belong to the Forces of Chaos .
many have eluded either the Inquisition ‘s Ordo Hereticus or the Adeptus Astra Telepathica ‘s League of Black Ships and have become tainted by the Gods of Chaos, a process which drives the psyker wholly harebrained. Their powers are completely out of control, capable of causing mass destruction but besides making the psyker himself prone to possession by Daemons .
When you choose this Brawler type you gain Proficiency in Arcana/Warp, Perception, insight and Charisma saves .
furthermore you become Proficient with all Force Weapons .

Rogue Psyker
Level Warp charges Cantrips Known Powers known Power slots Slot Level Warp Touched
3rd 2 2 2 2 1st 1
4th 3 2 3 2 1st 2
5th 4 2 4 3 2nd 2
6th 5 2 5 3 2nd 2
7th 6 2 6 3 3rd 2
8th 7 3 7 4 3rd 2
9th 8 3 8 4 4th 2
10th 9 3 9 4 4th 2
11th 10 3 10 4 5th 3
12th 11 4 11 5 5th 3
13th 12 4 12 5 6th 3
14th 13 4 13 5 6th 3
15th 14 4 13 5 7th 3
16th 15 4 14 5 7th 4
17th 16 4 14 6 7th 4
18th 17 4 15 6 8th 4
19th 18 4 15 6 8th 4
20th 20 4 16 6 9th 5

Psyker

When you reach 3rd degree, you now have the ability to cast psychic powers, this is the like as casting a spell. See chapter 10 in the PHB for the general rules of spellcasting .

Psychic Disciplines

rouge Psykers learn whatever powers are taught to them or what the blame up through experiment you may pick from any discipline with the exceptions of the 3 specific Chaos gods until you have one of the Marks of Chaos. See psychic Disciplines section of this koran .

Cantrips

You learn 2 cantrips of your choice from the psychic disciplines your allowed. You learn extra cantrips as you level, see cantrips collumn of the rouge Psyker spellcasting .

Power Slots.

The Rouge Psyker table shows how many spe⁠ll slots you have to cast your Spells of 1st through 9th Level. The mesa besides shows what the charge of those slots are all of your Spell Slots are the lapp level. To cast one of your ability of 1st level or higher, you must expend a spell time slot. You regain all expended Spell Slots when you finish a short-circuit or farseeing Rest. You may not cast a spell of level 6 or higher more than once in a day .
For example, when you are seventh Level, you have Three 3rd-level Spell Slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell .
Spell Known. You know 2 1st-level powers at 3rd degree. The Spells Known column of the psy monk mesa shows when you can learn more powers of 1st level or higher. Each of these spells must be chosen from a list you are allowed and you must be of a floor for which you have office slots. Whenever you level up you may swap out a exponent with one with a level of wich you can cast and from a discipline you are allowed .
Spellcasting Ability Charisma is your Spellcasting Ability for your Spells, so you use your wisdom whenever a spell refers to your spellcasting⁠ ability. In accession, you use you rCharismam modifier when setting⁠ the save throw DC for a spell you cast and when Making an Attack roll with one .
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Rouge Psyker

At 3rd floor You gain the eldrich blast cantrip. This enchantment does not count toward your cantrips known .
furthermore, you may have Your unarmed Strikes can deal psychic damage rather of Bludgeoning. If you GM should allow it when you gain a Mutation you may alternatively gain a Mark of Chaos .

Warp Touched

At 3rd level when you become a rouge Psyker you gain one warp touched trait of your chioce, you gain more as you level, this is noted in the warp touched column. The number of traits is in chapter 4, the warp, under the warp touched traits. If your GM should allow it you may pick one ove the three chaos marks allowed to Psykers in replace of a Warp touch trait .

Warp Charges

You have 2 heave charges, and you gain one extra sharpen every time you level up, to a maximal of 20 at degree 20. You can never have more deflection charges than shown on the table for your level. You regain all exhausted Warp charges when you finish a long Rest .

Warp Manipulation

At 3rd flush, you gain the ability to manipulate your powers to adapt to a situation. You know all of the Warp Manipulations as described in chapter 4, under the Warp handling segment .

Psychic Shield

Starting at 6th level, your Psionic abilities protects you from damage. Your torso always has an invisible psionic barrier around it. Whatever form the protection takes, your AC equals 12 + your Dexterity modifier + you Intelligence bonus, while you aren ’ metric ton wearing armor .

Psychic Interference

Beginning at 9th level, you can use your reaction and your mastery over your mind slow down or redirects an attack. When you are hit from a crop or thrown weapon. You may use this reaction, the damage you take from the weapon attack is reduced by 1D10 + your Intelligence modifier + your charge .

Psychic Shield

At 14th level, you have foster strengthened your mind. When you or a friendly target within 15ft radius of you are the target of a weapon attack, you can use your reaction to engage your mind defensively and attempt to deflect the strike. Roll 1D4 and add the solution to your AC until the starting signal of your future turning, the triggering fire is besides subjugate to this increase in AC. You can use this ability a number times equal to half your Intelligence changer ( rounded up ), you regain all expended uses after a inadequate or long rest. At 16th tied the radius of this ability is 30ft

Brutal Psyker

At 18th grade, your warp powers a unbridle and bare-assed. You gain an extra 4 power slots per long rest but it must be used on spells of level 5 or lower .

Mutant

Mutants are the millions of people across the imperium of world who have been deformed from the service line Human phenotypical state by genetic mutation. This mutant can be caused by environmental factors like ionising radiation sickness or by exposure to the sensitive psychic office of Chaos .
These people are destined to become the outcasts and lower classes of Imperial company. They are shunned and are much hunted down and killed as the Imperium has little tolerance for any who deviate from the cleric perfection of the baseline Human human body in judgment or torso .
mutation is actually considered a dissident crime against the Emperor of Mankind by Imperial authorities because of its connection to sympathy or worship of Chaos .
human mutants are often terribly deformed creatures, detestably deviating from the normal Human mannequin. On the other hand, not all mutants are devolve beasts ; many merely bear a few extraordinary traits setting them apart from the rest of Mankind .
While many mutants are born mutated as a result of their ancestors ‘ exposure to mutagens like radiation or extreme planetal environments over many generations, exposure to the psychic energies of Chaos can besides lead to rampant mutant .
Because those who secretly worship the Chaos Gods as Chaos Cultists are known to be granted mutational “ gifts ” by their iniquity masters, physical mutant can be an indicator of inside apparitional corruption by Chaos .
This is another reason that all mutants are considered suspect by the Imperium ‘s authorities and are greeted as cosmopolitan social outcast by about everyone else across the Human-settled galax .
Navigators are besides considered mutants, but may have been intentionally created through the use of genic technology in the distant past, during the Age of Technology to make it possible for Mankind to use the Warp-Drive efficaciously over long distances for interstellar travel .
Because they are absolutely critical to the Imperium ‘s department of commerce and defensive structure, they, aboard Imperial Sanctioned Psykers and certain species of Abhumans, are the only officially-tolerated form of mutants .
When you choose this brawler type you gain Proficiency in Athletics, Intimidation, Acrobatics and Dexterity saves .

furthermore you become Proficient with the postdate weapons and they become Brawler weapon Martial Weapons you besides gain Proficiency with all Stub and Auto weapons but they do not count as Brawler weapons .

Mutant Abomination

Starting at 3rd you gain 4 Mutations Chosen form the Mutations lists in the Mutations section of this reserve. If you GM should allow it you may pick from the Chaos Mutations lists american samoa well and you may use one Mutation to gain a Chaos Mark
Furthermore You gain one fresh mutant at levels 5,10,15 and 20

Brutal Beating

Beginning at 7th level, you may spend a brawlers point to add a price die to the damage bankroll made this may be determined after the hit succseds .

Primal Roar

Starting at 10th floor, you learn to rally others to Violence with a bellow roar. As a Bonus Action, you unleash a battle cry. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on Attack Rolls and Saving Throws until the begin of your future turn .
once you use this feature, you can ’ thyroxine use it again until you finish a long Rest. You may spend 5 Brawlers Grit to regain the use of this sport

Frightful Appearance

At 15th level, you can use your action to frighten person with your menacing presence. When you do sol, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw ( DC equal to 8 + your Proficiency Bonus + your Charisma changer ) or be Frightened of you until the end of your following turn. On subsequent turns, you can use your action to extend the Duration of this Effect on the frightened animal until the end of your next turn. This effect ends if the creature ends its change by reversal out of Line of Sight or more than 60 feet away from you .
If the animal succeeds on its save throw, you can ’ deoxythymidine monophosphate use this feature on that animal again for 24 hours ..

Mutated Beast

At 18th charge, if your sum for a Strength arrest is less than your Strength score, you can use that score in set of the sum and Your choice of Strength or Dexterity and Constitution scores increase by 4. Your maximum for those scores is now 24 .

Feral World Savage

A Feral World Savage comes from a Feral World hag is a imperial planetological categorization for a Human-settled planet whose population is composed of mobile hunter-gatherers or members of early agricultural societies. These people possess pre-industrial technology equivalent to Old Earth ‘s Stone Age, Bronze Age or early Iron Age cultures .
feral Worlds are populated by tribal peoples largely living without the aid of advanced technology or tied agriculture in some cases and the population is normally quite low as a consequence, ranging from 100,000 to 5,000,000 people .
This may be ascribable to an ancient failed Human colonization project from the Dark Age of Technology, ingrained religious preferences, cultural choice, severity of the environment or some early argue .
feral Worlds, like their Feudal counterparts, will have little direct political or economic noise from the Imperium and will pay only the lowest grades of global tithes, their tithe grade normally given as Solutio Tertius. Feral World populations may be aware of the Imperium ‘s universe in some fashion but are unlikely to know much more than something about a large group of distant people living among the stars .
These planets are frequently unsuitable for later Imperial colonization, either due to the circumstances which drove the natives feral or because the natives themselves actively resist newfangled people settling on their lands .
The people of feral Worlds can range widely in culture, from Grox-hunting Stone Age tribe of ancestor worshippers who only recognised the Emperor of Mankind in the most vestigial of ways, to quixotic, post-apocalyptic road warriors, fighting endlessly amongst the toxic, sand-strewn ruins of their civilization .
feral Worlders might leave their planet, either taken as separate of work force tithes or as part of an Inquisitor ‘s warband, but silent retain the cardinal effect their breeding provided .
The coarse conditions which Feral World populations have adapted to make them ideal recruitment sources for the regiments of the Astra Militarum and the Chapters of the Space Marines since they produce more people with feel in war .
occasionally the inhabitants of Feral Worlds have been pressed into the service of the Astra Militarum when their global lay inside a war zone, and the chosen warriors have been given rudimentary train in the operation of laser or stub-weaponry. It is more coarse, however, for Feral World natives to be selected for the versatile Adeptus Astartes recruitment programs .
Prerequisites To be a Feral World Savage, must be a Human, Pariah, Squat or Orgryn .

Level Proficiency Bonus Features Rages Rage Damage
1st +2 Rage, Unarmored Defence 2 +2
2nd +2 Vicious Attack, Danger sense 2 +2
3rd +2 Feral World Savage path 3 +2
4th +2 Ability Score Increase 3 +2
5th +3 Extra Attack, Fast Movement 3 +3
6th +3 Feral World Savage path Feature 4 +3
7th +3 Savage instinct 4 +3
8th +3 Ability Score Increase 4 +3
9th +4 Brutal Critical (1 die) 4 +4
10th +4 Feral World Savage path Feature 4 +4
11th +4 Savage Endurance, Extra Attack (2) 4 +4
12th +4 Ability Score Increase 5 +4
13th +5 Brutal Critical (2 dice) 5 +5
14th +5 Feral World Savage Path Feature 5 +5
15th +5 Savage presistence 5 +5
16th +5 Ability Score Increase 5 +5
17th +6 Brutal Critical (3 dice) 5 +6
18th +6 Feral World Savage Feature 6 +6
19th +6 Savage being 6 +6
20th +6 Ability Score Increase Unlimited +6

Class Feature

As a Feral World Savage you gain the follow course features

Hit Points

  • Hit Dice: 1D12 per Feral World Savage level
  • Hit points at 1st level: 12 + your constitution modifier.
  • Hit Points at Higher Level: 1D12 + your Constitution modifier per Feral World Savage after 1st

Proficencies

  • Armor: Light, Medium, and Sheilds
  • Weapons: All simple and martial weapons.
  • Tools: Hebalisum kit
  • Saving Throws: Strength, Constitution
  • Skills:
    Choose 2 skills from, Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

Equipment

Tribesman appetizer kit

Savage Rage

starting at 1st flush, you fight with Savage ferocity. On Your Turn, you can enter a rage as a Bonus Action .
While in the rage, you gain the follow benefits if you are n’t wearing heavy armor :

  • You have advantage on military capability Checks and Strength Saving Throws .
  • When you make a melee weapon Attack using strength, you gain a +2 bonus to the damage roll. This bonus increases as you level as seen on classify table .
  • You have resistance to all price types with the exceptions of Force, Necrotic and Radiant .
  • You May cast Psychic powers while raging but concentration checks are made a disadvantage .

Your rage lasts for 1 moment. It ends early if you are knocked unconscious or if Your Turn ends and you have n’t attacked a hostile creature since your last turn or taken damage since then. You can besides end your rage on Your Turn as a Bonus Action .
once you have raged the utmost issue of times for your Feral World Savage degree, you must finish a long Rest before you can rage again. You may rage 2 times at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, 6 at 17th and inexhaustible at Level 20 .

Danger Sense

At 2nd Level, you gain an eldritch feel of when things nearby are n’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you ca n’t be Blinded, Deafened, or Incapacitated .

Vicious Attack

Starting at 2nd Level, you can throw aside all business for Defense to Attack with cutthroat desperation. When you make your first assail on Your Turn, you can decide to Attack recklessly. Doing sol gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your adjacent go .

Feral World Savage Path

At 3rd degree, you choose a Feral World Savage path that you liveliness by and follow. you Pick a Feral World Savage path to Persue. Choose either Beserker, Feral World Witch, War Rigger and Techno Barbarian all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th and 18th level .

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 20th grade, you can increase one ability sexual conquest of your choice by 2, or you can increase two ability scores of your option by 1. As normal, you can ’ thymine increase an ability grudge above 20 using this feature of speech .

Extra Attack

Beginning at 5th level, you can attack twice, rather of once, whenever you take the Attack action on your turn. The numeral of attacks increases by 1 when you reach 11th flush in this class .

Fast Movement

Starting at 5th Level, your speed increases by 10 feet while you are n’t wearing Heavy Armor .

Savage Instinct

By 7th degree, your instincts are so hone that you have advantage on Initiative rolls .
additionally, if you are surprised at the begin of Combat and are n’t Incapacitated, you can act normally on your first twist, but only if you enter your cardinal rage before doing anything else on that change by reversal .

Savage Being

Beginning at 9th level, you can roll one extra weapon damage die when determining the extra price for a critical hit with a melee Attack and when you are in a rage you gain Immunity to slashing, Piercing and Bludgeoning damage .
This increases to two extra cube at 13th tied and three extra cube at 17th level .

Savage Endurance

Starting at 11th level, your rage can keep you fighting despite dangerous wounds. If you drop to 0 Hit Points while you ‘re raging and do n’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit bespeak alternatively .
Each meter you use this sport after the first, the DC increases by 5. When you finish a short or long Rest, the DC resets to 10 .

Savage Presistance

Beginning at 15th level, your aboriginal rage is sol ferocious that it ends early only if you fall unconscious or if you choose to end it .

Savage Being

Begining at 19th charge, you embody the power of the wilds. Your strength and Constitution scores increase by 4. Your maximum for those scores is now 24 .

Feral World Savage Path

Witch

Prerequisets, May not Be a Pariah

When you choose this Feral World Savage way you gain Proficiency in Survival, Warp/Arcana, Nature and Wisdom saves. If you are already technical in any of these you may pick one to have expertness in it
furthermore you become Proficient with all .

Witch
Level Warp charges Cantrips Known Powers known Power slots Slot Level Warp Touched
3rd 2 2 2 2 1st 1
4th 3 2 3 2 1st 2
5th 4 2 4 2 2nd 2
6th 5 2 5 2 2nd 2
7th 6 2 6 3 3rd 2
8th 7 3 7 3 3rd 2
9th 8 3 8 3 4th 2
10th 9 3 9 3 4th 2
11th 10 3 10 3 5th 3
12th 11 4 11 3 5th 3
13th 12 4 12 3 6th 3
14th 13 4 13 3 6th 3
15th 14 4 13 3 7th 3
16th 15 4 14 3 7th 4
17th 16 4 14 3 7th 4
18th 17 4 15 4 8th 4
19th 18 4 15 4 8th 4
20th 20 4 16 4 9th 5

Psyker

When you reach 3rd horizontal surface, you now have the ability to cast psychic powers, this is the like as casting a spell. See chapter 10 in the PHB for the general rules of spellcasting .

Psychic Disciplines

witches learn whatever powers are taught to them or what the pick up through experiment you may pick from any discipline with the exceptions of the 3 specific Chaos gods until you have one of the Marks of Chaos. See psychic Disciplines section of this book .

Cantrips

You learn 2 cantrips of your choice from the psychic disciplines your allowed. You learn extra cantrips as you level, see cantrips column of the rouge Psyker spellcasting .

Power Slots.

The Rouge Psyker postpone shows how many spe⁠ll slots you have to cast your Spells of 1st through 9th Level. The table besides shows what the level of those slots are all of your Spell Slots are the lapp degree. To cast one of your exponent of 1st horizontal surface or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short-circuit or long Rest. You may not cast a enchantment of level 6 or higher more than once in a day .
For example, when you are seventh Level, you have Three 3rd-level Spell Slots. To cast the 1st-level enchantment Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level enchantment .
Spell Known. You know 2 1st-level powers at 3rd charge. The Spells Known column of the psy monk postpone shows when you can learn more powers of 1st floor or higher. Each of these spells must be choosen from a list you are allowed and you must be of a level for which you have baron slots. Whenever you level up you may swap out a might with one with a level of wich you can cast and from a discipline you are allowed .
Spellcasting Ability Wisdom is your Spellcasting Ability for your Spells, so you use your wisdom whenever a spell refers to your spellcasting⁠ ability. In accession, you use your Wisdom changer when setting⁠ the saving throw DC for a spell you cast and when Making an Attack roll with one .
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Witch

At 3rd floor You gain the Eldrich blast cantrip. This spell does not count toward your cantrips known .
furthermore You may cast spells while raging but you will suffer disadvantage on all concentration checks made for spell made. If you GM should allow it when you gain a Mutation you may rather gain a Mark of Chaos .

Warp Touched

At 3rd level when you become a Witch you gain one falsify touched trait of your chioce, you gain more as you level, this is noted in the falsify touched column. The list of Warp Experiments is in chapter 4, the falsify under the falsify touched traits section. If your GM should allow it you may pick one of the three chaos marks allowed to Psykers in replace of a Warp touch trait .

Warp Charges

You have 2 warp charges, and you gain one extra point every fourth dimension you level up, to a maximum of 20 at level 20. You can never have more deflection charges than shown on the mesa for your floor. You regain all exhausted Warp charges when you finish a long Rest .

Warp Manipulation

At 3rd charge, you gain the ability to manipulate your powers to adapt to a situation. You know all of the Warp Manipulations as described in chapter 4, under the Warp manipulation section .

Rage Caster

Beginning at 6th level, While in rage you may cast a Cantrip as a bonus action and you may add your extra damage to each die of spell wrong you do and you no longer have disadvantage on assiduity checks when you are raging .
furthermore, at floor 10 when in a rage and you take the attack action on your sour, you may use one of your extra attacks to rather cast a cantrip with a cast meter of 1 military action .

Primordial Wrath

At 10th flush, your elementary spells increase in potency when you are raging. each spell listed below has the play along changes while you are in a cardinal rage .

  • Burning Hands deals an extra 2D6 damage instead of 1, for each spell level used above 1st used to cast.
  • Fire ball deals an extra 2D6 damage instead of 1, for each spell level used above 1st used to cast.
  • Armor of Agathys increases you HP by 10 and deal 10 damage instead of 5 and casting at higher level increses by both by 10 aswell.
  • Snilloc’s snowball swarm Deal an extra 2D6 damage.
  • Witch bolt deals an additional D12 damage with the initial jolt and the subsequent jolts.
  • Call lihtning deals an additional 2D10 damage
  • Zephyr Strike Deals an Extra D12 instead of a D8 and you increased your movement by 40ft instead of 30.
  • Dust devil deals a D12 damage now and pushes 15ft
  • Maximilians Earthen grasp deals 2D8 now.
  • Earth tremor deals D10 damage now

furthermore, while in a Rage your spell save DC or attack roll with theses spells, use double your proficiency bonus when calculating the attack or DC .

Primordial Rage

When you reach 14th horizontal surface, each time you rage you cast the Primordial Ward spell and it lasts until the end of the rage, ( eminence you will gain Immunity after each time you are hit by a raw source of price
furthermore While raging your extra damage from raging may be your choice of Fire, Cold, Lightning, Acid or Thunder .

Savage Potency

At 18th level, you gain an extra 4 spell powers slots, that may alone be used when you are raging, these may be used in any combination you choose. You regain these after a long rest .

Berserker

For some Deathworld Savages, fury is a mean to an end, that end being violence. The Deathworl Savage Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the aboriginal rage, you thrill in the violance of battle, heedless of your own health or wellbeing .
When you choose this Feral World Savage path you gain Proficiency in Survival, Acrobatics, intimidation and Dextarity saves .
furthermore you become Proficient with all with unarmed strikes and the deal a D4 damage .

Frenzy

Starting when you choose this Terran path at 3rd Level, You gain the craze feature below you .
Frenzy: When you choose to rage you may choose to make it a frantic rage. If you do thus, for the Duration of your rage you can make a single melee weapon Attack as a Bonus Action on each of your turns. When your rage ends, you suffer one tied of Exhaustion ( as described in Conditions ) .
furthermore, at horizontal surface 10 this feature becomes Devestating Frenzy, during the craze you besides may score a critical hit on a natural roll of one better the you would have needed .

Mindless Rage

Beginning at 6th level, you can ’ deoxythymidine monophosphate be Charmed Frightened or Routed while raging. If you are Charmed, Frightened or Routed when you enter your cardinal ramp, the consequence is suspended for the Duration of the rage .

Intimidating Presence

Beginning at 10th grade, you can use your natural process to frighten person with your menacing presence. When you do thus, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw ( DC equal to 8 + your Proficiency Bonus + your Charisma modifier ) or be Frightened of you until the end of your future turn. On subsequent turns, you can use your action to extend the Duration of this consequence on the frighten creature until the end of your adjacent turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its preservation throw, you can ’ metric ton function this feature on that creature again for 24 hours .

Retaliation

Starting at 14th level, when you take damage from a creature that is within your pass, you can use your chemical reaction to make a melee weapon Attack against that creature .

Devistating Beserker

At 18th flush, While raging, you have resistance to all price except psychic damage and you deal + 12 bonus price alternatively of +6 .

Techno Barbarian

feral World savage that live in the underbelly of Hive city or on the outskirts of the empire in the beast erratic watses, are known as the tecno savage, the name is given because as they much raid settlements, the tecno savage picks up a bit of imperial technical school as they loot the settlements. frequently refered to as Raiders, junkers or Scavs. Tecno peasant have populations of berserker ‘s and Scrappers amongst them, though most tribes have mayby one Witch to guide them, some take imperial slaves during raids. not all clans are american samoa beast as some of the others forming indipendat mobile tribes of scavengers. the empire tollarates this as to not intice a war on some of it industrial beehive worlds .
When you choose this Tribesmans path you gain Proficiency in Survival, Intimidation, Technolagy and Inteligence saves. If you are already technical in any of these you may pick one to have expertness in it .
furthermore you become Proficient with all Stub and Auto Weapon .

Age of Technology

Starting at 3rd level when you pick this path, you are proficent with arduous armor and you may even gain the benifits of Primal Rage and Unarmored campaign .
You may however add your constitutin bonus to your AC, when whering heavy armor and you may add your bonus damage to and ranged weapon attaks .
furthermore, you gain 2 Cybernetics as described in the Cybernetics department of this book, you gain another cybernetic at levels 6,10,14 and 18 .

Gunzerker

Starting at 6th Level, You gain the Gunzerker feature below .
Gunzerk: When you choose to rage you may choose to make it a Gunzerk. If you do indeed, for the Duration of your rage you can make a individual ranged weapon Attack as a Bonus Action on each of your turns. When your fad ends, you suffer one level of Exhaustion ( as described in Conditions ) .
furthermore, at degree 10 this have becomes Devistating Gunzerk, during a the Devistating Gunzerk you besides score a critical hit on a natural bankroll of one better the you would have needed .

Intimidating Presence

Beginning at 10th level, you can use your action to frighten person with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw ( DC equal to 8 + your Proficiency Bonus + your Charisma modifier ) or be Frightened of you until the goal of your following turn. On subsequent turns, you can use your action to extend the Duration of this effect on the frightened animal until the end of your following turn. This effect ends if the creature ends its call on out of line of spy or more than 60 feet away from you. If the creature succeeds on its save project, you can ’ metric ton use this feature on that creature again for 24 hours .

Reactive Shot

Starting at 14th level, when you take price from a creature that is within your reach, you can use your reaction to make a rate weapon Attack against that creature .

Devistating Gunzerker

At 18th level, While raging, you deal + 12 bonus damage alternatively of +6 .

War Rigger

War Rigger are Feralworld barbarian that have knack for machinery chiefly Tinkering and fixing vehicals and constructs, Most tecno savage tribes have War Rigger .
When you choose this Tribesmans path you gain Proficiency in Survival, Intimidation, Technolagy and Inteligence saves. If you are already adept in any of these you may pick one to have expertness in it
furthermore you become Proficient with all Stub and Auto Weapon .

Mechromancer

Begining at 3rd floor You get a Construction Kit, The construction Kit has 2 parts this first is a Maintenance kit with 10 uses, the second depart is Artificers Kit with 5 uses. You besides gain the Maintenance Rituals Feature, See below
Maintenance Rituals: As an action you may expend one use of the Artificers kit out and Roll a Intelligence ( Artificers tools ) check DC. 15 if passed repair 1D12 + your intelligence modifier hit points to a vehicle or concept in touch range. This increases by one d12 at levels 7, 11, 15 and 20. thursday DC increases by 5 each time you use this feature on the lapp Vehicle unless that fomite has preformed a short pillow. If you fail the Artificers tool check it still consumes a habit of your Artificers Kit
furthermore you gain 2 Cybernetics as described in the Cybernetics section of this book, you gain another cybernetic at levels 6,10,14 and 18 .

Servo arms

Starting at 6th Level, you gain one Manipulation Mechadendrite. At Level 14 you gain a second manipulation Mechadendrite of your choice on your early shoulder, nether one of these consider toward your allowed 2 spinal anesthesia Augmetics .

Rebuild the war Rigg

Starting at 10th degree, your cognition of Mecheinery has reached a new tableland. If a Vehicle or Construct is not besides far gone, you can Rebuild it. As a 8-hour ritual, once per long rest you may Rebuild a Destroyed But not exploded Vehicle. It only returns to Half its sum HP .

Crushing Grasp

At 14th horizontal surface, you have learned to push your servomechanical arms to their limits. Your unarmed strikes with your mechanical arms now use a D10 for their damage die, you have besides discovered how to concentrate Force energy. Once per turn on a hit with one of your disarm strikes you can choose to do an extra price die if the target you hit is grappled by you. You besides gain the ability, once per turn, to alternatively of dealing this extra bludgeon damage, undertake to stun the target. On a successful unarmed strike, the target must roll a Constitution save confuse, on a failed save the target suffers the dazed condition .
You have a limited number of uses on the sandbag character of this feature, peer to 1/2 your intelligence modifier ( rounded up ). All use uses recharge after you have taken a brusque or long rest .

Destructive war Rigger

At 18th level, you get the bonus price die from your Crushing compass feature of speech on both of your unarmed attacks if they hit and you may use the stun a number of charges adequate to your intelligence mod per short or long rest While raging, you have resistance to all damage except psychic and coerce damage .

Asuryani

The Asuryani ( “ children of Asuryan ” in the Aeldari Lexicon ), besides called Craftworld Aeldari as they were named before the descend of their lost kingdom, or the Eldar as they were long known to outsiders, are an ancient android alien species whose huge empire once extended the width and width of the known galaxy, but who now live on huge, city-like starships called craftworlds .
A Craftworld is a huge, planetoid-sized spacecraft populated by the highly advance android species known as the Eldar. The Craftworlds travel through the void of outer space at sublight speeds, carrying the greater end of the Eldar subspecies after their fall. Each Craftworld is a self-sufficient, autonomous kingdom with its own distinctive polish. The most important Eldar Craftworlds of the Milky Way Galaxy are listed and described here .
Every Craftworld is built upon a skeleton of Wraithbone whose structure extends throughout the gigantic voidcraft. A like bony core lies at the heart of most Eldar constructions and every one of their spacecraft. In function, this effect is alike to the rake vessels and aflutter system of a living animal, pumping life-giving energy around the body and besides transmitting the psychic impulses that coordinate its many functions. Wraithbone is psycho-conductive, and the core of a Craftworld acts as a self-replenishing reservoir of psychic baron. The encroaching rib-like structures carry this energy throughout the integral length and breadth of the vessel .
In a very very feel, the Craftworld is a animation entity, powered by psychic energy and responding in an organic way to the stimulation of psychic forces. The world power contained within it can be expended as inner light and heat, and most ship-board devices could not actually function without the radio psychic power power system that runs throughout the infrastructure of the Craftworld .
The Eldar refer to this grid as the Infinity Circuit, a metaphysical neural structure studded with the Spirit Stones of the Craftworld ‘s dead, their gestalt psychic corporate serve as the source of the great vessel ‘s might — and its apparitional awareness .
The Aeldari Empire was without equal, and they counted themselves masters of the stars. But millennium ago, the Aeldari ‘s overweening pride and their fall into hedonic practices led to a calamity that all but eradicated their kind and led to the parturition of the Chaos God Slaanesh .
Despite their boundless power, the heart of their civilization was torn out by this catastrophe of their own make, forcing many of the surviving Aeldari, now calling themselves “ Eldar ” to outsiders and “ Asuryani ” among themselves, to flee upon gigantic, continent-size starships once used for department of commerce and craft that they named craftworlds. now the Asuryani cling to survival by a thread, fighting the horrors of the galaxy with ritualize discipline and consummate skill .
The Aeldari species has a long and complex spacefaring history, so farseeing in fact that little is known for certain about the course of their physical development and early planet-bound being. The original Aeldari homeworld was destroyed during the catastrophic crack up of the Aeldari refinement known as the fall of the Aeldari .
The remnants of Aeldari culture that survived the catastrophe among the Asuryani preserved much of their species ‘ history in the class of traditional stories, songs and dance. Written records, monuments and ocular records were about completely destroy except for a few instances where they were taken aboard voidcraft fleeing from the destine worlds .
Prerequisites To be a Aeldari Warrior you must be a Aeldari

Level Proficiency Bonus Features Battle Focuses Battle Focus Damage
1st +2 Battle Focus 2 +2
2nd +2 Asuryani Focus, Sixth sence 2 +2
3rd +2 Patient Defence 3 +2
4th +2 Ability Score Increase 3 +2
5th +3 Extra Attack 3 +3
6th +3 Asuryani Focus Feature 4 +3
7th +3 Cunning 4 +3
8th +3 Ability Score Increase 4 +3
9th +4 Evasion 4 +4
10th +4 Asuryani Focus Feature 4 +4
11th +4 Adamant Focus, Extra Attack (2) 4 +4
12th +4 Ability Score Increase 5 +4
13th +5 Unyielding 5 +5
14th +5 Asuryani Focus Feature 5 +5
15th +5 Purge Mind and body 5 +5
16th +5 Ability Score Increase 5 +5
17th +6 Perfect body 5 +6
18th +6 Asuryani Focus Feature 6 +6
19th +6 Ethreal Walk 6 +6
20th +6 Ability Score Increase Unlimited +6

Class Feature

As a Asuryani you gain the keep up classify features

Hit Points

  • Hit Dice: Dependant on Asuryani Focus, each Asuryani Focus has its own hit die per level, see chart below,
Focus Hit Die
Gaurdian 1D12
Autarch 1D10
Farseer 1D6
Warlock 1D10
Spiritseer 1D8
  • Hit points at 1st level: 6 + your constitution modifier.
  • Hit Points at Higher Level: Focus Hit die + your Constitution modifier per Inquisitor level after 1st

Proficencies

  • Armor: Light, Medium, and Shields
  • Weapons: All simple and martial weapons plus all Sharuken weapons.
  • Tools: Alchemical tools
  • Saving Throws: Strength, Wisdom
  • Skills:
    Choose 3 Intelligence modifier skills from Acrobatics, Athletics, History, Insight, Intimidation, Investigation, Medicine, Persuasion, Perception, Religion Technology

Equipment

Aeldari starter kit out

Battle Focus

In battle, you fight with Focus and cunning. On Your Turn, you can enter a struggle focus as a Bonus Action .
While in the battle concentrate, you gain the following benefits if you are n’t wearing big armor :

  • You have advantage on Dexterity Checks and Dexterity Saving Throws .
  • When you make a Ranged weapon or spell Attack or a dexterity based weapon attack, you gain a +2 bonus to the wrong roll. This bonus increases as you level as seen on class table .
  • you gain advantage on all saves to resist the effects of captivated, routed and frightened conditions .
  • If you are able to cast Spells you have advantage on concentration Skill checks While in the battle focus .
  • you may use the Dash action as a bonus action .

Your Battle focus lasts for 1 minute. It ends early if you are knocked unconscious or if Your Turn ends and you have n’t attacked or effected a hostile creature or effected a friendly creature since your survive turn. You can besides end your battlefocus on Your Turn as a Bonus Action .
once you have conflict focused the maximal phone number of times for your Asuryani level, you must finish a long Rest before you can Battle focus again. You may conflict focus 2 times at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th .

Asuryani Focus

At 2nd tied, you choose a Aeldari focus that you focus and train in. you Pick a Aeldari concenter to train in. Choose either Guardian, Autauch, Farseer, Spiritseer and Warlock all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th and 18th horizontal surface .

Sixth Sense

At 2nd Level, you gain an preternatural sense of when things nearby are n’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you ca n’t be Blinded, Deafened, or Incapacitated .

Patient Defence

At 3rd Level, you may take the dodge military action as a bonus action .
furthermore you gain a + 1 to your AC, this increases by 1 at floor 8, 14 and 20 .

Ability Score Improvement

When you reach 4th flat, and again at 6th, 8th, 12th, 16th, and 20th degree, you can increase one ability score of your choice by 2, or you can increase two ability scores of your option by 1. As normal, you can ’ triiodothyronine increase an ability grudge above 20 using this feature .

Extra Attack

Beginning at 5th tied, you can attack twice, alternatively of once, whenever you take the Attack action on your call on. The number of attacks increases by 1 when you reach 11th level in this class you may attack two supernumerary times .

Cunning

By 7th level, your instincts are indeed perfect that you gain you wisdom bonus to all Initiative rolls .
additionally, if you are surprised at the begin of Combat and are n’t Incapacitated, you can act normally on your first turn, but only if you enter your battle focus before doing anything else on that turn .

Evasion

Beginning at 9th degree, you can agilely dodge out of the way of certain area Effects, such as a red draco ‘s fiery breath or an ice Storm enchantment. When you are subjected to an impression that allows you to make a Dexterity saving throw to take only half damage, you rather take no wrong if you succeed on the keep open throw, and only half damage if you fail .

Adamant Focus

Beginning at 11th flush, your battle focus is thus tune, that it ends early on alone if you fall unconscious or if you choose to end it .

Unyielding

Starting at 13th degree, your battle concentrate can keep you fighting despite grave wounds. If you drop to 0 Hit Points while you ‘re in a struggle focus and do n’t die outright, you can make a DC 10 Wisdom saving throw. If you succeed, you drop to 1 hit point rather .
Each time you use this have after the first, the DC increases by 5. When you finish a inadequate or farseeing Rest, the DC resets to 10 .

Purge body and mind

Starting At 15th degree, you can use your military action to end one effect on yourself that is causing you to be Charmed, Frightened, disesed or poisoned. This may be done a number of times peer to your wisdom bonus you regain uses of this after you preform a long remainder

Perfect Body

Starting at 17th level your Aeldari body and mind is so tune that you suffer none of the infirmity of old age, and you ca n’t be aged magically. You can still die of old age, however it will be in approximately double the normal time it would take. In addition, you need fery minimum food or water .

Aethreal Walk

Beginning at 19th level, you can use your action to become Invisible for 1 minute. During that time, you besides have Resistance to all damage. or you can cast the Astral Projection spell, without needing material Components. When you do so, you ca n’t take any early creatures with you. this may be done a number of times per long rest peer to your Wisdom Modifier .

Asuryani Focus

Gaurdian

A Guardian is one of the militia infantry of the Aeldari craftworlds who serve multiple tactical roles as needed in the defense of their homes .
In times of peace the Guardians pursue their normal civilian roles. All adult Asuryani, however, are trained in the arts of war and can be called to arms if their craftworld is threatened .
It is a irritating irony that, in the Aeldari species ‘ endless quest for survival, the very civilians the warhosts fight to protect are all excessively much forced to take up arms. Every Aeldari is trained and quick to fight as a defender if need be .
On some craftworlds, Ulthwé foremost amongst them, the Guardians are the most common of all Aeldari warriors. As the number of dedicated, professional Aeldari troops — the Aspect Warriors — in a craftworld are plainly excessively few to meet all threats, those Aeldari dedicated to a civilian Asuryani Path serve as Guardians in struggle, forming the majority of the Craftworlder Aeldari armies .
Guardians are besides called upon to navigate and crew the majority of the Aeldari ‘s many war machines, providing vital armored support and fare for the warhost in battle .
defender forces consist of two main types ; the tactically flexible defender Defenders, and the more assault-oriented Storm Guardians. Both are equipped with Aeldari Mesh Armour .
When you choose this Asuryani Focus you gain Proficiency in Survival, Acrobatics, Athletics and Dextarity saves. If you are already adept in any of these you may pick one to have expertness in it .
furthermore you become Proficient with all Spacial Ranged and melee Weapons .

Warriors Focus

Starting at 2nd level, Your focus is true and Fierce When you are in a struggle stress you double you excess damage during the concenter .

Exarch Traits

At 6th tied, you gain the the folowing ability .
Second Wind: You have a limited well of stamina that you can draw on to protect yourself from damage. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your imperial legionnaire level. once you use this sport, you must finish a short or long Rest before you can use it again .
Indomitable: you can re-roll a save throw that you fail. If you do therefore, you must use the fresh peal. once you use this feature, you must finish a long Rest before you can use it again .
Action surge: you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one extra carry through on acme of your regular action and a possible Bonus Action. once you use this feature, you must finish a curtly or long Rest before you can use it again .

Exarch Endurance

At 9th flush, you gain two features one extra manipulation of indomitable ability

Exarch Action

At 14th level, you gain gain the Extra Attack ( 3 ) and one extra use of the Action billow ability .

Exarch

At 18th level you may use the indomitable ability 3 times between rests and you get one extra use of either, action surge or second hoist per short-circuit rest or long rest .

Autarch

They are held with high esteem by both Seers and warriors alike with each Autarch having mastered many paths across their centuries-long lifespans. This includes one or more facets of the Warrior Paths and at some distributor point in their lives, they begin to show a heat for the intricacies of command arsenic well as strategy. They do not believe in victory being achieved by simpleton martial excellence in the heat of the battlefield but that the true path lies in holding a broad vision whilst directing a war host in achieving the most deadly arsenic well as efficient manner. frankincense, they walk the Path of Command that leads to a burn compulsion where they see each mission and conflict being part of a much fantastic battle plan. divine guidance and steering comes to them from the fabulous leaders of the ancient Houses such as Eldanesh, Ulthanash and Bierellian
When you choose this Asuryani Focus you gain Proficiency in Intimidation, Persuasion, Athletics and Wisdom saves. If you are already adept in any of these you may pick one to have expertness in it
furthermore you become Proficient with all .

Exarch

When you choose this path at 2nd level, Your command presesnts bring the best out in all around you .
You have a constant Command Aura, the aura effects anything within 10ft centered on you. Any Aeldari creatures you wish in the the scope gains the air effect you have active voice, you may lone have one air active at a time, provided you are conscious and can speak you Start with the Tactical preciseness and Expert team command aura. you may switch Auras as a bonus legal action .
At levels 6, 10, 14 and 18, your Command crop increases by 5ft to a total of 30ft .
Tactical Percision: Any Aeldari creature you wish Within you command Aura compass, may add your Charisma Modifier to any of there damage rolls from any source .
Expert Team: Any Aeldari creature you wish Within you command Aura crop, may add your Charisma Modifier to all there skill checks made .

Battlemaster

At 6th degree you can empower your allies, gain the Rights of struggle and Battlemaster command aura. Furthermore your instruction aura sphere increases to 15ft .
Rights of ballte: Any Aeldari animal you wish Within your command Aura may add your Charisma Modifier to all of there Attack rolls .
Battlemaster: Any Aeldari creature you wish Within your instruction Aura may add your Charisma Modifier to all of there ability saves .

Strategist

At 10th level, gain the Seize the Initiative and Expert Team command air. furthermore gain your command air sphere increases to 20ft
Seize the Initiative: Any Aeldari creature you wish Within your dominate Aura may add your Charisma Modifier to all of there enterprise checks .
furthermore You may have 2 Active Auras applying both effects .

Wise Commander

By 14th level, a animal may add your charisma modifier x 2 to any aura ‘s rather of just your charisma changer and you gain the Wise Commander command air .
Elite Team: Any Aeldari creature you wish Within you command Aura range, has advantage on all there skill checks made .
Wise Commander: Any Aeldari creature you wish Within your command Aura has advantage on all ability Saves .

Autarch

At 18th level, gain the Rites of war and Autarch command aura .
Rights of War: Any Aeldari creature you wish Within your command Aura has advantage on all attacks roll .
Autarch: Any Aeldari animal you wish Within your command Aura may add a D10 to all attacks damage roll .

Farseer

A Farseer is the most potent and respect form of Eldar psyker or Seer. A Farseer was once a Warlock, but has now become lost upon the Path of the Seer forever in the same manner as the Exarchs are wed everlastingly to the Path of the Warrior. A council of the most herculean Farseers by and large governs a Craftworld. Farseers possess a wide diversity of psychic specialities with divination being the most coarse skill. They are most much known for using their huge psychic powers to see the possibilities of the future so that they can manipulate events to better ensure the survival of the Eldar species in the inflame of the Fall .
When you choose this Asuryani Focus you gain Proficiency in Warp/Arcane, History, Insight and Charisma saves. If you are already adept in any of these you may pick one to have expertness in it
furthermore you become Proficient with all Witch weapons .

Farseer Powers
Level Power Runes Cantrips Known Spell Runes Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
2nd 3 4 4 3
3rd 4 4 5 4 2
4th 5 5 6 4 3
5th 6 5 7 4 3 2
6th 7 5 8 4 3 3
7th 8 5 9 4 3 3 1
8th 9 5 10 4 3 3 2
9th 10 5 11 4 3 3 3 1
10th 11 6 12 4 3 3 3 2
11th 12 6 13 4 3 3 3 2 1
12th 14 6 14 4 3 3 3 2 1
13th 16 6 15 4 3 3 3 2 1 1
14th 18 6 15 5 4 3 3 2 1 1
15th 20 6 16 5 4 3 3 2 1 1 1
16th 22 6 16 5 4 4 3 2 1 1 1
17th 24 6 17 5 4 4 3 2 1 1 1 1
18th 26 6 18 5 4 4 3 3 1 1 1 1
19th 28 6 19 5 4 4 3 3 2 1 1 1
20th 30 6 20 5 4 4 4 3 2 2 1 1

Rune Psyker

At 2nd charge, you gain the ability to cast psychic powers, this acts the same as casting a spell. See chapter 10 in the PHB for the general rules of spellcasting. but with a few modifications as Seen on PG. ___ Using psychic Powers .

Farseer Runes

Asuryanii Farseers dose not focus on a limited number of Psychic Disciplines they may pick from any Discipline with the exception of Necromancy and Imperialis Divinus .

Cantrips

You learn 4 cantrips of your choice from the psychic disciplines your allowed. You learn extra cantrips as you level, see cantrips collumn of the Farseer. Cantrips may be cast without having your go grave and do not use any pages within it .

Power Slots.

The Farseer powers mesa shows how many office slots you have to cast your powers of 1st level and higher. To cast one of these spells, you must expend a might slot of the spell ’ s level or higher. You regain all expended power slots when you finish a long pillow. For example, if you know the 1st-level while shield and have a 1st-level and a 2nd-level power slot available, you can cast shield using either time slot .
Spell Runes Known. You know 4 1st-level powers at 2nd floor. The Spells Runes Known column of the Farseer postpone shows when you can learn more powers of 1st level or higher. Each of these spells must be choosen from a list you are allowed and you must be of a flat for which you have ability slots. Whenever you level up you may swap out a exponent with one with a grade of which you can cast and from a discipline you are allowed .
Spellcasting Ability Intelligence is your spellcasting ability for your spells, since you learn your spells through study and memorization. You use your intelligence whenever a while refers to your spellcasting ability. In accession, you use your intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one .
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma changer

Smite

At 2nd degree You gain the Eldrich blast cantrip and it deals Lightinig damage alternatively force. This spell does not count tword your Rune spells known .

Rune Attunment

At 2nd level, your deep understand and advanced studies of the falsify allow you to manipulate the heave in different ways. This is represented by ability runes, which allow you to create a kind of different Effects .

Runes of Empowerment

You have 3 Runes of Empowerment, and you gain one extra distributor point every time you level up until level 12 then it goes up by 2 each level, to a utmost of 30 at flat 20., to a utmost of 22 at level 20. You can never have more Runes of Empowerment than shown on the postpone for your level. You regain all Runes of Empowerment runes when you finish a hanker Rest .

Rune Conversion

You can use your office runes to gain extra Spell Slots, or sacrifice Spell Slots to gain extra Runes of Empowerment. You learn other ways to use your power runes as you reach higher levels .
Creating Spell Slots. You can transform unspent Runes of Empowerment into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a long Rest. The Creating Spell Slots postpone shows the monetary value of creating a spell slot of a given level. You can create Spell Slots no higher in grade than 5th .

Creating Spell Slot
Spell slot level power runes cost
1st 2
2nd 3
3rd 5
4th 6
5th 8
6th 9
7th 11
8th 12
9th 14

Converting a Spell Slot to power runes. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of Runes of Empowerment peer to the slot ‘s grade .

Rune Manipulation

At 2nd level, you gain the ability to manipulate your powers to adapt to a situation. You gain two Warp Manipulations options of your choice as described in chapter 4, under the Warp handling incision of this book. You gain another one at 6th, 10th, 14th and at level 18 you know all of them .

Seer

Starting at 2nd flat you Know and have all the Divination power runes these do not count towards you normal allotment of powers. you do not actual know the powers of a level until you have a power slot of equal level .

Prescience

At 6th tied, your ability besides glimps the future as a Farseer gives you a unatural ability to see attacks coming even in areas you do n’t focus a lot on. You can add half your Charisma bonus, rounded up, to any Dexterity ability check you make .
additionally, This has 2 Charges. On you turn after being hit by a Melee or Ranged attack you may choose to have avoid the hit, roll a D6 on a 4+ you ignore that attack. this may besides be used to to ignore an assail from a Blast, steep, or burst weapon but this must be done before your save is rolled if you should fail the roll in either case, the attack happens as convention and you hush use a charge of this detail. You regain all charges of this after completing a short rest. you gain one extra cathexis of this at level 10, 14 and 18
At degree 14 both you add your solid Charisma bonus to dex saves .

Rune Recovery

Starting at 10th horizontal surface, when you are casting a spell, you may apply one of the below features. This my be done a issue of time per day equal to half you Charisma modifier ( rounded down to a minimum of 1 ). you regain all uses of this feature of speech after you complete a long stay. This increases to your whole Charisma bonus rather .

  • Re-roll a Spell attack coil. This must be done before success is resolved
  • Make a creature re-roll a write that passes against one of you spells

Eldritch Flexibility

Beginning at 14th grade, You begin to display an increased sum of skill over the ability to regulate the Runic warp charming flowing through you. When you create a spell slot of 5th flat or less with the rune conversion feature, the cost of creating a spell slot is now a number of sorcery points equal to that while ‘s level .

Master Diviner

At tied 18, The Farseer may cast one Divination spell per spell level without using a Rune power slot of that flush .

Warlock

A Warlock is an Eldar Seer or psyker who previously walked the Path of the Warrior as an Aspect Warrior of the Eldar Craftworlds and now uses his potent psychic powers to help lead Eldar warhosts. Warlocks who lose themselves upon this path ultimately become Farseers. The most aggressive and warlike of all the potential variants of the Path of the Seer is that of the Warlock. Since Warlocks are Seers who once trod the Path of the Warrior, their previous experience as Aspect Warriors allows them to harness their more destructive impulses when using their psychic powers in battle. The flowery helmets worn by Warlocks in the playing field are kept in the shrines of the Warrior Aspects as a sign of the finale yoke between Warlocks and their former condition as Warriors. A warlock can alone attain that status by returning to the Aspect Shrine that he once belonged to and receiving his helmet from the enshrine ‘s Exarch as part of the like blood-ritual undergo by Aspect Warriors .
A Warlock not lone learns the use of the psychic runes of war but besides how to wield the Witchblade, a knock-down Eldar Force Weapon. Witchblades writhe and braid with animation runes of the Eldar Lexicon that focus the built-in exponent of the Warlock ‘s thinker into destructive psychic energy using a coiling psychic matrix that runs through the core of the blade. In the hands of a Warlock, a Witchblade strikes with a devastating break of psychic force that can incinerate an enemy where he stands .

Whenever the Craftworld Eldar go to war, their Warlocks accompany their forces of Aspect Warriors and Guardians. They use their psychic powers both to protect the Eldar Warriors and to wreak havoc among their foes ; a thought-wave from a Warlock can instil courage in his comrades or sear the soul of the Eldar ‘s enemies. Though not as psychically herculean as Farseers, few of the psykers found among the early intelligent species of the galaxy can equal the arcane might of an Eldar Warlock or match their fight art with the power of the Warp .
When you choose this Asuryani Focus you gain Proficiency in Warp/Arcane, History, Intimidatin and Charisma saves. If you are already technical in any of these you may pick one to have expertness in it
furthermore you become Proficient with all Witch weapons .

Warlock spellcasting
Level Power Runes Cantrips Known Spell Runes Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
2nd 1 2 3 2
3rd 2 2 4 3
4th 3 2 5 3 1
5th 4 2 6 3 2
6th 5 2 7 3 2 1
7th 6 2 8 3 2 2
8th 7 3 9 3 2 2 1
9th 8 3 10 3 2 2 2
10th 9 3 10 3 2 2 2 1
11th 10 3 11 3 2 2 2 1
12th 11 4 11 3 2 2 2 1 1
13th 12 4 12 3 2 2 2 1 1
14th 13 4 12 3 2 2 2 1 1 1
15th 14 4 13 3 3 2 2 1 1 1
16th 15 4 13 3 3 2 2 1 1 1 1
17th 16 4 14 3 3 3 2 1 1 1 1
18th 17 4 14 4 3 3 2 2 1 1 1 1
19th 18 4 15 4 4 3 3 2 1 1 1 1
20th 20 4 15 4 4 4 3 3 2 1 1 1

Psyker

When you reach 2nd level, you gain the ability to cast psychic powers, this acts the same as casting a spell. See chapter 10 in the PHB for the general rules of spellcasting. but with a few modifacations as Scean on PG. ___ Using psychic Powers .

Warlock Runes

Aeldari Warlocks concenter on a limited number of Disciplines equal to your Charisma changer, from the following Telepathy, Telekinesis, Pyromancy, Hydromancy, Electromancy, Galimancy, Divination, Biomancy and Iludamancy

Cantrips

You learn 2 cantrips of your option from the psychic disciplines your allowed. You learn extra cantrips as you level, see cantrips collumn of the farseer. Cantrips may be cast without having your go grave and do not use any pages within it .

Power Slots.

The Warlock powers postpone shows how many power slots you have to cast your powers of 1st flat and higher. To cast one of these spells, you must expend a might slot of the spell ’ s level or higher. You regain all expended power slots when you finish a long remainder. For exercise, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level power slot available, you can cast harbor using either slot .
Spell Runes Known. You know 3 1st-level powers at 2nd flat. The Spells Runes Known column of the Warlock table shows when you can learn more powers of 1st flat or higher. Each of these spells must be choosen from a tilt you are allowed and you must be of a level for which you have ability slots. Whenever you level up you may swap out a power with one with a level of wich you can cast and from a discipline you are allowed .
Spellcasting Ability Intelligence is your spellcasting ability for your spells, since you learn your spells through study and memorization. You use your news whenever a spell refers to your spellcasting ability. In addition, you use your intelligence modifier when setting the saving project DC for a spell you cast and when making an assail roll with one .
Spell save DC = 8 + your proficiency bonus + your Charisma changer
Spell attack modifier = your proficiency bonus + your Charisma modifier

Smite

At 2nd tied You gain the Eldrich blast cantrip and it deals Lightinig wrong rather impel. This spell does not count tword your Rune spells known .

Rune Attunment

At 2nd level, your deep understand and progress studies of the deflection allow you to manipulate the warp in different ways. This is represented by exponent runes, which allow you to create a diverseness of unlike Effects .

Runes of Empowerment

You have 1 Runes of Empowerment, and you gain one extra point every time you level up, to a maximum of 20 at tied 20. You can never have more Runes of authorization
than shown on the table for your level. You regain all Runes of Empowerment runes when you finish a long Rest .

Rune Conversion

You can use your power runes to gain extra Spell Slots, or sacrifice Spell Slots to gain extra Runes of Empowerment. You learn other ways to use your power runes as you reach higher levels .
Creating Spell Slots. You can transform leftover Runes of Empowerment into one spell time slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a long Rest. The Creating Spell Slots table shows the cost of creating a while slot of a given level. You can create Spell Slots no higher in level than 5th .

Creating Spell Slot
Spell slot level power runes cost
1st 2
2nd 3
3rd 5
4th 6
5th 8
6th 9
7th 11
8th 12
9th 14

Converting a Spell Slot to power runes. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of Runes of Empowerment equal to the slot ‘s level .

Rune Manipulation

At 2nd degree, you gain the ability to manipulate your powers to adapt to a site. You gain two Warp Manipulations options of your choice as described in chapter 4, under the Warp manipulation section of this book. You gain another one at 6th, 10th, 14th and at degree 18 you know all of them .

Warlocks Wrath

Starting at 2nd level Pick one Discipline From, Pyromancy, Hydromancy, Galamancy or Electromancy, you Know and have all the powers runes in that discipline. These do not count towards you normal allotment of powers. you do not actual know the powers of a level until you have a power slot of equal level .

Power Weave

Starting at 5th level, when you take the approach action on your become, you may use one of your extra attacks to rather cast a cantrip with a casting time of 1 action .

Psychic Interference

Beginning at 10th level, you can use your reaction and your domination over your mind slow down or redirects an attack. When you are hit from a crop or thrown weapon. You may use this reaction, the damage you take from the weapon attack is reduced by 1D10 + your Intelligence modifier + your As level .
If you reduce the damage to 0, you can attempt to redirect the fire to any creature within 30/60ft. Make a range spell attack against the fresh aim. On a score, the target takes damage equal to the sum of damage that was negated plus your intelligence modifier .
You have a limit numeral of charges on the Redirect part of this ability, adequate to half your Intelligence changer ( rounded up ). All spend uses recharge after you have taken a long rest. At 15th flush you may use this a phone number of times adequate to your intelligence mod per retentive rest .

Psychic Shield

At 14th level, you have far strengthened your heed. When you or a friendly target within 15ft radius of you are the target of a weapon assail, you can use your reaction to engage your beware defensively and attempt to deflect the strike. Roll 1D4 and add the resultant role to your AC until the beginning of your following turn, the triggering attack is besides capable to this increase in AC. You can use this ability a count times equal to half your Intelligence modifier ( rounded improving ), you regain all expended uses after a short or long rest. At 16th level the spoke of this ability is 30ft

Psychic Rebuke

At level 18, Your runic Warp charming has grown more knock-down and is now capable of protecting you when always you are attacked. Anytime you are attacked with a melee attack, You can use your chemical reaction to deal psychic damage equal to half your level + your Intelligence modifier to the attacker. This can alone be used a number of times per long pillow adequate to either your intelligence changer .

Spiritseer

A Spiritseer is an Eldar psyker who walks the Path of the Seer in a way that allows him or her to commune with the souls of the dead Eldar preserved in the Craftworld ‘s Infinity Circuit. In times of peace, the Spiritseers serve as a bridge between the support and the dead, ensuring the wisdom of the past remains available to those distillery able to influence the stage. In time of war, the Spiritseers entreat the person of the absolutely to empower Wraithguard and Wraithlord constructs, using the dead to protect their living kindred .
When an Eldar dies, his or her Spirit Stone is reverentially grafted to the Wraithbone core of his or her Craftworld in the place known as the Dome of Crystal Seers, joining and mingling with the countless person of the past Eldar already present within the Craftworld ‘s social organization. The resulting gestalt psychic entity is known as the Infinity Circuit, and is an integral part of a Craftworld ‘s life, subtly providing steering to the live Eldar populate within the Craftworld and protecting them against Warp-spawned perils .

With the souls of the asleep “ trapped ” within the Infinity Circuit, and with their numbers dwindling quickly, the Eldar finally turned to their dead person kin as a source of cognition, wisdom and in time of awful crisis, even combat aid. The Spiritseers are those Eldar who walk the Path of the Seer who specialise in communing with the spirits of the absolutely present in their Craftworld ‘s Infinity Circuit .
The Path of the Spiritseer is one of the most difficult of Paths to walk for an Eldar. Like all variations of the Path of the Seer, it requires the Eldar to call on his or her psychic powers with all the risks that usage entails. The Spiritseer must possess a mental discipline and fortitude beyond compare, for communing with the dead is highly taxing. Depending on the spirit ‘s past life and manner of end, it might be concerted, but frequently is either unresponsive, racked with grief, covetous of the inactive survive or even malicious. The Spiritseer must adapt himself to commune with the intend spirit without being refused or even worse, possessed. Another, more elusive danger of this Path is that the Spiritseer must be collected enough to always ask and never necessitate aid from the dead, no matter how dire his and his people ‘s need might be. Making demands of the dead, forcing them to serve the will of the support, is a practice considered anathema amongst the Eldar, who view it with the same abhor that humans reserve for necromancy. It is for this cause that many Eldar horizon Spiritseers with some misgiving. Although the course between spiritseeing and sorcery is sometimes very finely, the Spiritseer must constantly remain mindful that the dead must only give aid to the living willingly. The blend pressures of resisting the dead and enduring the cultural reprimand of the populate makes the Path of the Spiritseer an uneasy road that few Eldar make bold walk .
When you choose this Asuryani Focus you gain Proficiency in Warp/Arcane, History, Religion and Wisdom saves. If you are already technical in any of these you may pick one to have expertness in it
furthermore you become Proficient with all Witch weapons .

Spiritseer spellcasting
Level Power Runes Cantrips Known Spell Runes Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
2nd 3 4 4 3
3rd 4 4 5 4 2
4th 5 5 6 4 3
5th 6 5 7 4 3 2
6th 7 5 8 4 3 3
7th 8 5 9 4 3 3 1
8th 9 5 10 4 3 3 2
9th 10 5 11 4 3 3 3 1
10th 11 6 12 4 3 3 3 2
11th 12 6 13 4 3 3 3 2 1
12th 14 6 14 4 3 3 3 2 1
13th 16 6 15 4 3 3 3 2 1 1
14th 18 6 15 5 4 3 3 2 1 1
15th 20 6 16 5 4 3 3 2 1 1 1
16th 22 6 16 5 4 4 3 2 1 1 1
17th 24 6 17 5 4 4 3 2 1 1 1 1
18th 26 6 18 5 4 4 3 3 1 1 1 1
19th 28 6 19 5 4 4 3 3 2 1 1 1
20th 30 6 20 5 4 4 4 3 2 2 1 1

Rune Psyker

When you reach 2nd level, you gain the ability to cast psychic powers, this acts the same as casting a go. See chapter 10 in the PHB for the general rules of spellcasting. but with a few modifacations as Scean on PG. ___ Using psychic Powers .

Wriath Runes

Aeldari Warlocks concenter on a limited phone number of Diciplines you may choose, from the follow telekinesis, Telepathy, Necromancy, Biomancy and Illudamancy

Cantrips

You learn 4 cantrips of your choice from the psychic disciplines your allowed. You learn extra cantrips as you level, see cantrips collumn of the spiritseer. Cantrips may be cast without having your spell grave and do not use any pages within it .

Power Slots.

The spiritseer powers table shows how many might slots you have to cast your powers of 1st charge and higher. To cast one of these spells, you must expend a power slot of the while ’ s level or higher. You regain all expended baron slots when you finish a long pillow. For model, if you know the 1st-level spell harbor and have a 1st-level and a 2nd-level power slot available, you can cast carapace using either slot .
Spell Runes Known. You know 4 1st-level powers at 2nd level. The Spells Runes Known column of the spiritseer postpone shows when you can learn more powers of 1st charge or higher. Each of these spells must be choosen from a number you are allowed and you must be of a degree for which you have baron slots. Whenever you level up you may swap out a might with one with a level of wich you can cast and from a discipline you are allowed .
Spellcasting Ability Intelligence is your spellcasting ability for your spells, since you learn your spells through study and memorization. You use your news whenever a spell refers to your spellcasting ability. In addition, you use your news modifier when setting the saving throw DC for a spell you cast and when making an attack wheel with one .
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Smite

At 2nd level You gain the Eldrich bang cantrip and it deals necrotic damage alternatively power. This spell does not count tword your Rune spells known .

Rune Attunment

At 2nd degree, your deep understanding and promote cogitation of the heave allow you to manipulate the warp in diferent ways. This is represented by might runes, which allow you to create a diverseness of different Effects .

Runes of Empowerment

You have 3 Runes of Empowerment, and you gain one extra point every meter you level up, until degree 12 then it goes up by 2 each degree, to a utmost of 30 at degree 20. You can never have more Runes of Empowerment than shown on the table for your grade. You regain all Runes of Empowerment runes when you finish a long Rest .

Rune Conversion

You can use your might runes to gain extra Spell Slots, or sacrifice Spell Slots to gain extra Runes of Empowerment. You learn other ways to use your world power runes as you reach higher levels .
Creating Spell Slots. You can transform unspent Runes of Empowerment into one while slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a long Rest. The Creating Spell Slots table shows the monetary value of creating a enchantment slot of a given tied. You can create Spell Slots no higher in tied than 5th .

Creating Spell Slot
Spell slot level power runes cost
1st 2
2nd 3
3rd 5
4th 6
5th 8
6th 9
7th 11
8th 12
9th 14

Converting a Spell Slot to power runes. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of Runes of Empowerment equal to the slot ‘s flat .

Rune Manipulation

At 2nd tied, you gain the ability to manipulate your powers to adapt to a position. You gain two Warp Manipulations options of your choice as described in chapter 4, under the Warp manipulation section of this book. You gain another one at 6th, 10th, 14th and at degree 18 you know all of them .

Wrath Host

Starting at 2nd level you Know and have all the Necromancy office runes these do not count twords you normal allotment of powers. you do not actual know the powers of a level until you have a office slot of equal tied .

Bonesinger

At 6th charge, You learn the basics of counjureing Wrathbone, in the form of a wraithbone sword and Armor with armor, the Shadow blade sorcery spell becomes the Waithbone enchantment. The Wraithbone spell : is the like as the Shadow blade while with the trace changes .

  • You add +2 to your AC while the spell is active
  • When casting at higher levels, gain an extra +1 AC for each addition in damage .

Rune Recovery

Starting at 10th flat, when you are casting a enchantment, you may apply one of the below features. This my be done a issue of meter per day equal to half you Charisma modifier ( rounded toss off to a minimum of 1 ). you regain all uses of this feature after you complete a long rest .

  • Re-roll a Spell attack roll. This must be done before success is resolved
  • Make a animal re-roll a spare that passes against one of you spells

Eldritch Flexibility

Beginning at 14th level, You begin to display an increase sum of skill over the ability to regulate the Runic warp magic flowing through you. When you create a spell slot of 5th level or less with the Rune conversion feature of speech, the price of creating a spell slot is now a number of sorcery points equal to that spell ‘s flat .

Spirit Guide

At level 18, when you would drop to 0 hit points and become unconscious or die, you can choose to roll a CON saving throw with a DC of 10 to gain temp hit points equal to 3 times your CON grudge and you do not fall unconscious. Each time you succeed on the CON save throw, you gain 2 points of debilitation .

Vehicle rules

Each vehicle will have a issue of gang it may have. each position is explained in the vehicle profile

Assault Bike

Large/Construct ( Mount, 10ft. by 5ft. )
Crew One Driver of bombastic or medium size .
Passengers none
Travel pace clearly terrain : 40 Miles an hour

STR DEX CON INT WIS CHA
20 (+5) 10(+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0)

Damage Resistances Slashing, Piercing, Bludgeoning, force
Damage Immunities Poison, Psychic
Condition Immunities blinded, charmed, deafened, debilitation, frightened, incapacitated, paralyze, lapidify, poisoned, stunned, unconscious

Hull

Armor class : 15
Hit points 55

Position Actions and Features

Each occupied Crew position has a number of actions it may Preform, on the concern creatures turn choosing from the options below .

Driver

The Driver may on its turn, attack as normal, you may use Ram, attack with a defy weapon or fire the Twin Mounted Bolters in replace of one attack and the driver may make one be active as its move action .
Twin Mounted Bolters: Treat as a twin-linked Bolter in a 45 degree arch off the front of the vehicle
Move: The Driver may move the vehicle improving to 60ft on its turn, the driver may use the dash action while using the vehicles movement .
Ram. Melee Weapon Attack : range 5ft., one target. Hit 9 ( 1D10 + 5 ) Bludgeoning damage, if you moved more then 30ft but less then 60ft the damage is 2D10 + 10 and if the target is smaller then huge, the creature must make a lastingness deliver DC 15 on a fail you push them 10ft, if you moved more then 60ft the damage is 3D10 + 15, the DC is 20 and you push them 15ft .
Driver Exposure. Anyone in the drivers induct is considered fully exposed to targets within a 90 degree bow of the flanks of the vehicle and you get half cover against targets in a 90 academic degree bow of the rise and 3/4 cover against targets in a 90 degree arc front of the fomite .

Vehicle Features

An fire bicycle has the follow features
Handling. – .
Immutable Form. This vehicle is immune to any while or effect that would alter its form .
Unstabalized Weapons Attacks with weapons on this vehicle have disadvantage if the vehicle has moved more the 60ft or made a turn greater then 45 degrees .
Open topped. creatures may target the crowd of this fomite if they are visible, if they miss the assail will hit the vehicle if it did not miss your AC by more the 5 whole points, if it missed by 5 or more then the attack misses wholly .

Attack Bike

Large/Construct ( Mount, 10ft. by 10ft. )
Crew One Driver of medium size. and one Gunner of medium or smaller
Passengers 1
Travel pace clear terrain : 40 Miles an hour

STR DEX CON INT WIS CHA
20 (+5) 10(+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0)

Damage Resistances Slashing, Piercing, Bludgeoning, force
Damage Immunities Poison, Psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralytic, petrify, poisoned, stunned, unconscious

Hull

Armor class : 15
Hit points 45

Position Actions and Features

Each occupied Crew place has a numeral of actions it may Preform, on the occupy creatures turn choosing from the options below .

Driver

The Driver may on its turn, attack as normal, you may use Ram, attack with a apply weapon or fire the Twin Mounted Bolters in replace of one attack and the driver may make one be active as its move legal action .
Twin Mounted Bolters: Treat as a twin-linked Bolter in a 45 degree arch off the presence of the vehicle
Move: The Driver may move the fomite up to 60ft on its turn, the driver may use the crash military action using the vehicale apparent motion .
Ram. Melee Weapon Attack : range 5ft., one target. Hit 9 ( 1D10 + 5 ) Bludgeoning damage, if you moved more then 30ft but less then 60ft the damage is 2D10 + 10 and if the target is smaller then huge, the animal must make a lastingness keep open DC 15 on a fail you push them 10ft, if you moved more then 60ft the damage is 3D10 + 15, the DC is 20 and you push them 15ft .
Driver exposure. the drivers is amply exposed to targets within a 90 degree arc of the flanks of the vehicle, one-half cover against targets in a 90 degree arc of the back and 3/4 traverse against targets in a 90 degree arch front of the vehicle .
In control. If a the gang of vehicle is required to make a dextarity save to avoid an AOE, the drive makes one save for all the gang effected, adding there profecentcy plus dextarity bonus to the roll .

Gunner

The artilleryman may on its turn, attack as convention or you may besides use the Mounted heavy Bolter. In replace of one or more attacks .
Mounted Heavy Bolter. Use heavy bolter stats within a 45 degree arc in front of the vehicle .
Gunner Exposure. The Gunner is amply covered from targets within a 90 degree bow to the right, wax exposure in 90 degrees from the leave, one-half cover in 90 degrees from the front and 3/quaters cover charge within 90 degrees of the rear .

Vehicle Features

An fire bicycle has the succeed features
Handling. – .
Unstabalized Weapons Attacks with weapons on this fomite have disadvantage if the fomite has moved more the 60ft or made a turn greater then 45 degrees .
Immutable Form. This fomite is immune to any spell or effect that would alter its form .
Open toped. creatures may target the crowd of this vehicle if they are visible, if they miss the attack will hit the fomite if it did not miss your AC by more the 5 unharmed points, if it missed by 5 or more then the assail misses wholly .

Rino

Gargantuan/Construct ( Mount, 25ft. by 15ft. )
Crew One Driver and one Vehicle commanding officer of medium size .
Passengers 10 medium
Travel pace open terrain : 35 Miles an hour

STR DEX CON INT WIS CHA
26 (+7) 10(+0) 20 (+5) 10 (+0) 10 (+0) 10 (+0)

Damage Resistances Slashing, Piercing, Bludgeoning, force, Lightning, Fire, Cold
Damage Immunities Poison, Psychic
Condition Immunities blinded, charmed, deafened, debilitation, frightened, incapacitated, paralyze, rigidify, poisoned, stunned, unconscious

Hull

Armor class : Front/16, Sides/14, Rear/12
Hit points 95

Position Actions and Features

Each occupied Crew situation has a number of actions it may Preform, on the ocupieing creatures turn choosing from the options below .

Driver

The Driver may on its turn, use Ram in replace of one attack and make one move as its travel action .
Move: The Driver may move the vehicle up to 60ft on its turn, the driver may use the smash action using the vehicles bowel movement .
Ram. Melee Weapon Attack : reach 5ft., one aim. Hit 9 ( 1D10 + 7 ) Bludgeoning wrong, if you moved more then 30ft but less then 60ft the price is 2D10 + 14 and if the aim is smaller then huge, the animal must make a military capability salvage DC 15 on a fail you push them 10ft, if you moved more then 60ft the damage is 3D10 + 21, the DC is 20 and you push them 15ft .
Driver exposure. the drivers is in full covered and not in line of sight .
In control. If a the crew of vehicle is required to make a dexterity save to avoid an AOE, the drive makes one salvage for all the crew effected, adding his profecentcy plus dexterity bonus to the bankroll .

Commander

The commanding officer may on its turn, attack as normal or you may use the Mounted Storm Bolter. In replace of one or more attacks .
Mounted Storm Bolter. function ramp bolter stats in a 360 degree discharge .
Commander Exposure. The Gunner is in full covered from targets within a 90 degree arc to the correct, full exposure in 90 degrees from the leave, half blanket in 90 degrees from the battlefront and 3/4 cover within 90 degrees of the rear .

Crew compartment

If the Crew hatches are closed wholly transported creatures are fully covered and out of note of sight, if the hatches are open up to 2 people may stand and attack with range weapons, they are counted as having 3/4 cover from all directions but directly above and follow the expose crew rules .

Vehicle Features

A Rhino has the comply features
Handling. – .
Unstabalized Weapons Attacks with weapons on this vehicle have disadvantage if the vehicle has moved more the 60ft or made a become greater then 45 degrees .
Immutable Form. This fomite is immune to any enchantment or effect that would alter its form .
Exposed crew. creatures may target the crew of this vehicle if they are visible, if they miss the attack will hit the vehicle if it did not miss your AC by more the 5 whole points, if it missed by 5 or more then the approach misses wholly .

Razorback

Gargantuan/Construct ( Mount, 25ft. by 15ft. )
Crew One Driver and one Vehicle commanding officer of medium size .
Passengers 6 culture medium
Travel pace clear terrain : 35 Miles an hour

STR DEX CON INT WIS CHA
26 (+7) 10(+0) 20 (+5) 10 (+0) 10 (+0) 10 (+0)

Damage Resistances Slashing, Piercing, Bludgeoning, force, Lightning, Fire, Cold
Damage Immunities Poison, Psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralytic, lapidify, poisoned, stunned, unconscious mind

Hull

Armor class : Front/16, Sides/14, Rear/12
Hit points 95

Position Actions and Features

Each occupied Crew position has a count of actions it may Preform, on the busy creatures turn choosing from the options below .

Driver

The Driver may on its go, use Ram if the driver has a black carapace it may fire the Twin Heavy Bolter in replace of one attack and make one affect as its travel action .
Move: The Driver may move the fomite up to 60ft on its turn, the driver may use the dash legal action using the vehicles bowel movement .
Ram. Melee Weapon Attack : strive 5ft., one aim. Hit 9 ( 1D10 + 7 ) Bludgeoning damage, if you moved more then 30ft but less then 60ft the damage is 2D10 + 14 and if the aim is smaller then huge, the animal must make a military capability save DC 15 on a fail you push them 10ft, if you moved more then 60ft the damage is 3D10 + 21, the DC is 20 and you push them 15ft .
Twin Heavy Bolter turret. Counts as a Heavy bolter with the Twin-linked place
Driver exposure. the drivers is fully covered and not in line of sight .
In control. If a the gang of fomite is required to make a dexterity save to avoid an AOE, the drive makes one save for all the crew effected, adding his profecentcy plus dexterity bonus to the roll out .

Commander

The commander may on its turn, attack as convention, you may use the Mounted Storm Bolter. In replace of one attack .
Mounted Storm Bolter. Use storm bolter stats in a 360 academic degree arch .
Commander Exposure. The Gunner is in full covered from targets within a 90 degree arch to the right, full exposure in 90 degrees from the left, half cover in 90 degrees from the front and 3/4 blanket within 90 degrees of the rear .

Crew compartment

Transported creatures are fully covered and out of tune of spy .

Vehicle Features

A Rhino has the follow features .
Handling. – .
Unstabalized Weapons Attacks with weapons on this vehicle have disadvantage if the vehicle has moved more the 60ft or made a change state greater then 45 degrees. with the exception of the Twin Heavy Bolters .
Immutable Form. This vehicle is immune to any spell or effect that would alter its form .
Exposed crew. creatures may target the crew of this vehicle if they are visible, if they miss the attack will hit the vehicle if it did not miss your AC by more the 5 hale points, if it missed by 5 or more then the attack misses wholly .

Predator

Gargantuan/Construct ( Mount, 25ft. by 15ft. )
Crew One Driver and one Vehicle commanding officer of medium size .
Passengers 0
Travel pace clear terrain : 30 Miles an hour

STR DEX CON INT WIS CHA
26 (+7) 10(+0) 20 (+5) 10 (+0) 10 (+0) 10 (+0)

Damage Resistances Slashing, Piercing, Bludgeoning, force, Lightning, Fire, Cold
Damage Immunities Poison, Psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyze, lapidify, poisoned, stunned, unconscious

Hull

Armor class : Front/18, Sides/16, Rear/14
Hit points 145

Position Actions and Features

Each occupied Crew position has a count of actions it may Preform, on the ocupieing creatures turn choosing from the options below .

Driver

The Driver may on its turn, use the Ram if the driver has a black carapace it may fire the Predator car carom and two big bolters in replace of one attack per weapon fired and make one move as its move action .
Move: The Driver may move the vehicle up to 50ft on its turn, the driver may use the dash action using the vehicles movement .
Ram. Melee Weapon Attack : reach 5ft., one target. Hit 9 ( 1D10 + 7 ) Bludgeoning damage, if you moved more then 30ft but less then 50ft the damage is 2D10 + 14 and if the aim is smaller then huge, the creature must make a forte salvage DC 15 on a fail you push them 10ft, if you moved more then 60ft the damage is 3D10 + 21, the DC is 20 and you push them 15ft .
Predator Auto cannon turret. use the Predator car carom stats in a 360 degree arch .
Side Sponsen Heavy bolter. use heavy bolter stats in a 180 degree arch, one off each flank .
Driver exposure. the drivers is in full covered and not in line of sight .
In control. If a the crowd of vehicle is required to make a dexterity write to avoid an AOE, the drive makes one save for all the crew effected, adding his profecentcy plus dexterity bonus to the roll .

Commander

The commanding officer may on its turning, attack as normal, you may use the Mounted Storm Bolter. In replace of one attack .
Mounted Storm Bolter. Use ramp bolter stats in a 360 degree arch .
Commander Exposure. The Gunner is fully covered from targets within a 90 degree bow to the right, broad exposure in 90 degrees from the bequeath, one-half screen in 90 degrees from the front and 3/4 cover within 90 degrees of the rear .

Vehicle Features

A predator has the follow features .
Handling. – .
Unstabalized Weapons Attacks with weapons on this vehicle have disadvantage if the vehicle has moved more the 60ft or made a twist greater then 45 degrees. with the exception of the Auto Cannon and the Heavy Bolters .
Immutable Form. This vehicle is immune to any enchantment or consequence that would alter its imprint .
Exposed crew. creatures may target the crew of this fomite if they are visible, if they miss the attack will hit the fomite if it did not miss your AC by more the 5 solid points, if it missed by 5 or more then the attack misses wholly .

Chimera

Gargantuan/Construct ( Mount, 25ft. by 15ft. )
Crew One Driver, One artilleryman and one Vehicle commanding officer of medium size .
Passengers 10 metier
Travel pace clear terrain : 35 Miles an hour

STR DEX CON INT WIS CHA
26 (+7) 10(+0) 20 (+5) 10 (+0) 10 (+0) 10 (+0)

Damage Resistances Slashing, Piercing, Bludgeoning, military unit
Damage Immunities Poison, Psychic
Condition Immunities blinded, charmed, deafened, debilitation, frightened, incapacitated, paralyze, lapidify, poisoned, stunned, unconscious

Hull

Armor class : Front/16, Sides/14, Rear/12
Hit points 95

Position Actions and Features

Each occupied Crew position has a number of actions it may Preform, on the ocupieing creatures turn choosing from the options below .

Driver

The Driver may on its become, use Ram or fire the heavy bolter in replace of one of more attacks and make one move as its move action .
Move: The Driver may move the vehicle up to 60ft on its turn, the driver may use the daunt action using the vehicles movement .
Ram. Melee Weapon Attack : reach 5ft., one target. Hit 9 ( 1D10 + 7 ) Bludgeoning damage, if you moved more then 30ft but less then 60ft the damage is 2D10 + 14 and if the target is smaller then huge, the creature must make a force salvage DC 15 on a fail you push them 10ft, if you moved more then 60ft the damage is 3D10 + 21, the DC is 20 and you push them 15ft .
hull mounter Heavy bolter. use fleshy bolter stat in a 45 degree arch of the front of the fomite .
Driver exposure. the drivers is fully covered and not in wrinkle of view .
In control. If the crew of vehicle is required to make a dexterity save to avoid an AOE, the drive makes one save for all the gang effected, adding his profecentcy plus dexterity bonus to the roll .

Gunner

The Gunner may on its twist, fire the multi laser in replace of one fire .
Multi laser turret. consumption multi laser stats in a 360 degree arch of the vehicle .
Gunner exposure. the drivers is in full covered and not in line of sight .

Commander

The air force officer may on its go, attack as normal, you may use the Mounted Storm Bolter. In replace of one attack .
Mounted Heavy Stubber. Use Heavy Stubber stats in a 360 academic degree arch .
Commander Exposure. The commanding officer is amply covered from targets within a 90 degree bow to the right field, full exposure in 90 degrees from the left, one-half report in 90 degrees from the battlefront and 3/4 cover within 90 degrees of the rear .

Crew compartment and lasgun array

The Crew are fully covered and out of tune of sight, Up to 6 passengers may man one of 6 Lasguns, 3 built into each flank of the vehicle they may fire in a 180 degree arch of each flank and act as a lasgun that dose not need to reload and the shot is in full covered and not visible .

Vehicle Features

A Chimera has the following features
Handling. – .
Unstabalized Weapons Attacks with weapons on this vehicle have disadvantage if the vehicle has moved more the 60ft or made a turn greater then 45 degrees .
Immutable Form. This vehicle is immune to any go or effect that would alter its shape .
Exposed crew. creatures may target the crowd of this fomite if they are visible, if they miss the attack will hit the vehicle if it did not miss your AC by more the 5 whole points, if it missed by 5 or more then the attack misses entirely .

Leman Russ

Gargantuan/Construct ( Mount, 25ft. by 15ft. )
Crew One Driver, One artilleryman and one Vehicle air force officer of culture medium size .
Passengers 0
Travel pace clear terrain : 25 Miles an hour

STR DEX CON INT WIS CHA
26 (+7) 10(+0) 20 (+5) 10 (+0) 10 (+0) 10 (+0)

Damage Resistances Slashing, Piercing, Bludgeoning, effect, Lightning, Fire, Cold
Damage Immunities Poison, Psychic
Condition Immunities blinded, charmed, deafened, debilitation, frightened, incapacitated, paralytic, rigidify, poisoned, stunned, unconscious

Hull

Armor class : Front/18, Sides/18, Rear/14
Hit points 145

Position Actions and Features

Each occupied Crew position has a number of actions it may Preform, on the ocupieing creatures turn choosing from the options below .

Driver

The Driver may on its turn, use Ram or fire the fleshy bolter in replace of one assail and make one move as its move action .
Move: The Driver may move the vehicle up to 40ft on its act, the driver may use the dash action using the vehicles motion .
Ram. Melee Weapon Attack : reach 5ft., one target. Hit 9 ( 1D10 + 7 ) Bludgeoning damage, if you moved more then 30ft but less then 40ft the wrong is 2D10 + 14 and if the aim is smaller then huge, the creature must make a strength deliver DC 15 on a fail you push them 10ft, if you moved more then 60ft the damage is 3D10 + 21, the DC is 20 and you push them 15ft .
hull mounter Heavy bolter. use dense bolter stat in a 45 degree arch of the front of the vehicle .
Driver exposure. the drivers is amply covered and not in line of sight .
In control. If the crew of vehicle is required to make a dexterity save to avoid an AOE, the drive makes one keep open for all the crew effected, adding his profecentcy plus dexterity bonus to the wheel .

Gunner

The Gunner may on its turn, fire the battle cannon as a bonus action once per turn and in replace of one or more attacks you may fire the Side sponsons .
Battle cannon turret. habit conflict cannon stats in a 360 degree arch of the vehicle .
Side sponson Heavy bolter. function heavy bolter stats in a 180 degree arch, one off each flank of the vehicle .
Gunner exposure. the drivers is in full covered and not in argumentation of view .

Commander

The air force officer may on its change by reversal, attack as normal, you may use the Mounted Storm Bolter. In replace of one approach .
Mounted Heavy Stubber. Use Heavy Stubber stats in a 360 degree arch .
Commander Exposure. The commander is in full covered from targets within a 90 degree bow to the right, full exposure in 90 degrees from the leave, half report in 90 degrees from the presence and 3/4 cover within 90 degrees of the rear .

Crew compartment and lasgun array

The Crew are fully covered and out of line of sight, Up to 6 passengers may man one of 6 Lasguns, 3 built into each flank of the fomite they may fire in a 180 degree discharge of each flank and act as a lasgun that dose not need to reload and the shooter is in full covered and not visible .

Vehicle Features

A Chimera has the following features
Handling. – .
Unstabalized Weapons Attacks with weapons on this fomite have disadvantage if the fomite has moved more the 60ft or made a turn greater then 45 degrees .
Immutable Form. This fomite is immune to any spell or effect that would alter its mannequin .
Exposed crew. creatures may target the crowd of this fomite if they are visible, if they miss the attack will hit the vehicle if it did not miss your AC by more the 5 whole points, if it missed by 5 or more then the attack misses entirely .

Scout Sentinel

Huge/Construct ( Mount, 15ft. by 15ft. )
Crew One Driver of medium size .
Passengers none
Travel pace clear terrain : 30 Miles an hour

STR DEX CON INT WIS CHA
20 (+5) 14(+2) 16 (+3) 10 (+0) 10 (+0) 10 (+0)

Damage Resistances Slashing, Piercing, Bludgeoning, violence ,
Damage Immunities Poison, Psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralytic, rigidify, poisoned, stunned, unconscious

Hull

Armor class : 15
Hit points 55

Position Actions and Features

Each occupied Crew position has a total of actions it may Preform, on the busy creatures turn choosing from the options below .

Driver

The Driver may on its flex, you may use Stomp, fire its one hunter cause of death or fire the Mounted car carom in replace of one or more attacks and the driver may make one motivate as its move action .
Mounted Auto Cannon: practice heavy bolter stats .
Move: The Driver may move the fomite up to 40ft on its go, the driver may use the dart action while using the vehicles campaign .
Stomp. Melee Weapon Attack : scope 5ft., one target. Hit 9 ( 2D10 + 5 ) .
Driver Exposure. Anyone in the drivers seat is considered 3/4 brood to all targets except for targets in a 45 degree arch from the back, if that is the case the driver is wholly covered .

Vehicle Features

A Sentinel has the keep up features
Handling.
Immutable Form. This fomite is immune to any spell or effect that would alter its phase .
Unstabalized Weapons Attacks with weapons on this fomite have disadvantage if the vehicle has moved more the 60ft or made a turn greater then 45 degrees .
Open topped. creatures may target the crowd of this vehicle if they are visible, if they miss the attack will hit the vehicle if it did not miss your AC by more the 5 whole points, if it missed by 5 or more then the attack misses wholly .

Armored Sentinel

Huge/Construct ( Mount, 15ft. by 15ft. )
Crew One Driver of medium size .
Passengers none
Travel pace acquit terrain : 30 Miles an hour

STR DEX CON INT WIS CHA
20 (+5) 14(+2) 16 (+3) 10 (+0) 10 (+0) 10 (+0)

Damage Resistances Slashing, Piercing, Bludgeoning, military unit, Lightning, ardor, Cold ,
Damage Immunities Poison, Psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyze, rigidify, poisoned, stunned, unconscious

Hull

Armor class : 18
Hit points 55

Position Actions and Features

Each occupied Crew position has a count of actions it may Preform, on the fill creatures turn choosing from the options below .

Driver

The Driver may on its go, you may use Stomp, fire its one hunter killer or fire the Mounted car cannon in replace of one or more attacks and the driver may make one move as its move action .
Mounted Auto Cannon: use heavy bolter stats .
Move: The Driver may move the vehicle up to 40ft on its turn, the driver may use the dart action while using the vehicles drift .
Stomp. Melee Weapon Attack : pass 5ft., one target. Hit 9 ( 2D10 + 5 ) .
Driver Exposure. The driver is wholly covered .

Vehicle Features

A Sentinel has the pursue features
Handling. – .
Immutable Form. This vehicle is immune to any while or effect that would alter its form. Unstabalized Weapons Attacks with weapons on this vehicle have disadvantage if the fomite has moved more the 60ft or made a turn greater then 45 degrees .

NPC minions

Some classes have minions that the have command of. Below is a list of the Minions that are avalible to more that on classify or original, but if a class or Archetype as a Minion thats is only for is classify it will be listed in the classify or Archetype description .

Sevitors

A Servitor is the catch-all term applied to a wide class of mindless, cybernetic drones created from a fusion of homo pulp and robotic engineering that are used to carry out childlike, manual tasks across the imperium of Man .
While many of these programmable cybernetic slaves are genetically-engineered, vat-grown sub-human clones or replicae created by the Adeptus Mechanicus from human genomes who have their bionic implants installed after “ parentage, ” others were once truly human. These Servitors were normally criminals who fell afoul of Imperial Law, particularly a person who has offended or damaged the Adeptus Mechanicus in some fashion .
These unfortunate criminals will be sentenced to Servitude Imperpituis by the Arbitrators or Judges of the Adeptus Arbites and will be handed over to the Mechanicus ‘ Tech-priests to be mind-wiped, reprogrammed, and cybernetically-enhanced to serve some specific, rudimentary routine. once lobotomised and “ improved, ” by serve of painful operations, evening criminals and Heretics are granted one last chance to serve the Imperium .
Servitors are by and large asinine, semi-organic robots, possessing only the most basic of instincts, though some are amply capable of speech if such functions and cognition are programmed into them. Their brains are programmed to perform alone the task they were designed for, whether that be alimony, structure, or even war .
The change and disconnected brain of a Servitor functions ailing unless constantly supervised. Most will finally go into a express of mindlock, babbling incoherent nonsense as the Servitor tries to assert some form of control over its functions .
Servitors are created by the Adeptus Mechanicus on their invent Worlds, and supplied to departments of the Adeptus Terra such as the Administratum and to the Inquisition, ampere good as to military organisations like the Astra Militarum and versatile Space Marine Chapters. Servitors make up the huge bulk of the population of Mars and other Forge Worlds of the Mechanicus, where they fulfill the character of indefatigable workers, soldiers and labourers .
There are many types of Servitor, each designed for a sealed job. typical Servitor types include “ Technomats ” which operate and service respective machines, “ Holomats ” which act as holographic recording devices, “ Lexomats ” which serve as semi-organic computers with fantastic calculating powers for record-keeping and data repositing, and “ Drones ” which are cybernetic robots — unintelligent and basically mindless slaves ideal for humble work and short else .
There are besides defender or technical Servitors, or the more powerful Kataphron Battle Servitor which is a anchor of the Mechanicus ‘ military forces. Another common shape of Servitor is that of a gunman carrier. Fitted with heavy weapons whose chattering volleys can drive back the foe, such Servitors allow an Enginseer to make repairs uninterrupted .
All Imperial Servitors carry identification numbers, and Battle Servitors are no different. These numbers and the clade or unit of measurement to which they belong become their entire identity, their every action driven by their circumscribed scheduling, for only malfunctioning Servitors develop any sense of self-awareness. A Servitor ‘s functions are constantly vestigial at best, regardless of its type — be it a Construction Servitor, Maintenance Servitor, Battle Servitor, or any other shape .
Servitors are much used to carry out the more dangerous or arduous duties in the Imperium, such as heavy mining in hostile global or asteroid conditions. They besides accompany Tech-priest Enginseers on the battlefield with the Astra Militarum, adenine well as the Space Marines ‘ Techmarines .
Servitors make effective battle-line troops, but entirely when shepherded by a Tech-priest who can engage the raw circuitry of their minds to direct their thoughtless aggression. Without such guidance Servitors do little but fire wildly, and may even wander off without warning in avocation of some erroneous protocol.These types care in the compensate of vehicles or sometimes carry big and dangerous weapons such as Plasma Cannons .
For both Imperial military forces, the Servitors are much identical cyberneticly, although the Servitors of some Space Marine Chapters are created from failed Astartes Initiates who were made largely brain-dead as a resultant role of their consistency ‘s rejection of their implant Space Marine gene-seed organs before their transformation into cyborg. however, becoming a servitor allows them another opportunity to serve their chapter and the Emperor .
possibly the most fear of all the Servitors are the praetorian Servitors, a class of heavily-armed and armored Gun Servitors deployed by the Adeptus Mechanicus to guard the Tech-priests and temples dedicated to the Machine God
On the adjacent foliate you will find Profiles to the different types of servitors .

Combat Servitor

medium, ( Constuct )
battle Servitors are normally used as a combination bodyguard and shock absorber parade by the soldiers and auxiliaries of the Adeptus Mechanicus. Its robust frame is equipped with two massive servo-fists that can pummel apart even the hardiest enemies. many Tech-Priests placed on the front lines of battle owe their lives to the impressive force these Servitors wield in their defense. The most martially incline among the Red Priesthood sometimes gather groups of these servitors together for assaults on enemy positions .

  • Armor Class 16
  • Hit Points 20
  • Speed 30ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
  • Skills Athletics
  • Damage Resistances Slashing, Bludgeoning, Piercing, Necrotic
  • Damage Immunities Poison, Psychic,
  • Condition Immunities Poison, Charmed, Frightened, Exhaustion
  • Senses passive Perception 10, Drakvision 30ft, lowlight 60ft
  • Languages Gothic

Mindless. This animal is immune to any go or effect that would alter or gain control condition of its mind .
Immutable Form. This creature is immune to any while or effect that would alter its form .
Obedience. This creature acts on its controllers Initiative Unless Its restrainer Gives another creature the Ability to command it then it acts on there turn .

Actions

Multiattack. The battle servitor may make two slam attacks .
Slam. Melee Weapon Attack : 3 + Proficiency to hit, reach 5ft., one target. Hit 8 ( 1D12 + 4 ) Bludgeoning price .

Gun Servitors

medium, ( Constuct )
Gun Servitors are intended to provide fire support for a Tech-priest as he works, and much they will have solid limbs replaced with cybernetically-implanted weapons. Many will have ammunition hoppers mounted somewhere on their bodies so they can lay down continuous curtains of fire without needing to reload .

  • Armor Class 16
  • Hit Points 20
  • Speed 30ft.
STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
  • Skills Athletics
  • Damage Resistances Slashing, Bludgeoning, Piercing, Necrotic
  • Damage Immunities Poison, Psychic
  • Condition Immunities Poison, Charmed, Frightened, Exhaustion,
  • Senses passive Perception 10, Drakvison 30ft, lowlight 60ft
  • Languages Gothic

Mindless. This creature is immune to any spell or effect that would alter or gain dominance of its take care .
Immutable Form. This animal is immune to any spell or effect that would alter its form .
Obedience. This creature acts on its controllers Initiative Unless Its restrainer Gives another creature the Ability to command it then it acts on there bend .

Actions

Multiattack. The combat servitor may make two Bolter attacks .
Bolter. Ranged Weapon Attack : 4 + Proficiency to hit, Consult GM for weapon type

Monotask Servitors

medium, ( Constuct )
A Monotask Servitor carries out the most boring labours within a Space Marine Chapter. Techmarines frequently replace at least one of this kind of Servitor ‘s hands with a less knock-down version of their own Servo-arm manipulators. Monotask Servitors will not hold up farseeing in the arduous battles Space Marines grimace, but they can be useful on missions to carry out simple repairs, perform humble labours, and to stand lookout duty .

  • Armor Class 16
  • Hit Points 20
  • Speed 30ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 16 (+3) 10 (+0) 10 (+0)
  • Skills Tech + 5
  • Damage Resistances Slashing, Bludgeoning, Piercing and Force
  • Damage Immunities Poison, Psychic
  • Condition Immunities Poison, Charmed, Frightened, Exhaustion,
  • Senses passive Perception 10, Drakvison 30ft, lowlight 60ft
  • Languages None

Mindless. This creature is immune to any spell or impression that would alter or gain control of its mind .
Immutable Form. This creature is immune to any spell or effect that would alter its form .
Obedience. This animal acts on its controllers Initiative Unless Its accountant Gives another animal the Ability to command it then it acts on there act .
Assistance. This creature may use the help action when used to help a technology, Science, technical school tool, artificers tools .

Actions

Slam. Melee Weapon Attack : 2 + Proficiency to hit, reach 5ft., one target. Hit 8 ( 1D8+2 ) Bludgeoning damage .
Assist. the servitor may use the help natural process .

Battle Class Robot

boastfully, ( Constuct )

  • Armor Class 18
  • Hit Points 8 x your level
  • Speed 30ft.
STR DEX CON INT WIS CHA
18 (+4) 18 (+2) 18 (+4) 6 (-2) 10 (+0) 5 (-3)
  • Skills Athletics +4, Acrobatics +2, Perception +5
  • Damage Resistances Fire, Cold, lightning and Acid Damage
  • Damage Immunities Slashing, Bludgeoning, Piercing, Poison, Necrotic, Thunder
  • Condition Immunities Poison, Charmed, Frightened, Exhaustion.
  • Senses passive Perception 15, Drakvision 30ft, lowlight 60ft
  • Languages None

Immutable Form. This creature is immune to any spell or effect that would alter its form .
Mindless. This animal is immune to any spell or effect that would alter or gain control of its mind .
Advanced Sensor Array. This animal has a + 5 to perception skill checks and passive sensing .

Actions

Impact Fist. Melee Weapon Attack : 3 + Proficiency to hit, reach 5ft., one prey. Hit 8 ( 2D8 + 4 )
Assualt Cannon with Ammo pack. Ranged Weapon Attack : 3 + controllers Proficiency to hit, Use Assault cannon Stats with ammunition 600 .

Kastelan Class Robot

huge, ( Constuct )

  • Armor Class 20
  • Hit Points 10 x your level
  • Speed 50ft.
STR DEX CON INT WIS CHA
24 (+7) 18 (+4) 20 (+4) 10 (+0) 10 (+0) 10 (+0)
  • Skills Athletics +7, Acrobatics +3, Perception +5, Intimidation
  • Damage Resistances None
  • Damage Immunities Slashing, Bludgeoning, Piercing, Fire, Cold, Lightning and Acid Damage Poison, Necrotic, Thunder
  • Condition Immunities Poison, Charmed, Frightened, Exhaustion
  • Senses passive Perception 15, Drakvision 60ft, lowlight 120ft
  • Languages None

Immutable Form. This creature is immune to any enchantment or impression that would alter its form .
Advanced Sensor Array. This creature has a + 5 to sensing skill checks and passive sensing .
Frightening Size. This creature has a + 5 to Intimidation skill checks .
Reactive Plating. This creature has immunity to Fire, Cold, Lightning and Acid Damage
Mindless. This creature is immune to any spell or impression that would alter or gain dominance of its judgment .

Actions

Multi-Attack: this animal may make two fist attacks and one ranged approach .
Kasstelion fists. Melee Weapon Attack : 7 + controllers Proficiency to hit, , reach 10ft., one target. Hit 15 ( 2D12 + 7 ) Bludgeoning damage .
Heavy Phosphor Blaster. ranged Weapon Attack : 3 + controllers Proficiency to hit, use heavy Phosphor blaster with ammunition 60 ,

Acro- Flagulant

average, ( Constuct )

  • Armor Class 14
  • Hit Points 6 x your level
  • Speed 30ft.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
  • Skills Tech + 5
  • Damage Resistences Slashing, Bludgeoning, Piercing and Force
  • Damage Immunities Poison, Psychic
  • Condition Immunities Poison, Charmed, Frightened, Exhaustion,
  • Senses passive Perception 10, Drakvison 30ft, lowlight 60ft
  • Languages Gothic, High Gothic

Mindless. This creature is immune to any while or impression that would alter or gain control of its thinker .
Immutable Form. This creature is immune to any enchantment or impression that would alter its shape .
Obedience. This creature acts on its controllers Initiative Unless Its accountant Gives another creature the Ability to command it .

Actions

Multiattack. The Acro Flagalant may make 3 Flail attacks .
Acro-Flail. Melee Weapon Attack : 3 + Owners Proficiency to hit, reach 5ft., one target. Hit 8 ( 1D6 + 3 )

Relic Bearer Cenobytey

medium, ( Constuct )

  • Armor Class 14
  • Hit Points 5 x your level
  • Speed 30ft.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
  • Skills Tech + 5
  • Damage Resistences Slashing, Bludgeoning, Piercing and Force
  • Damage Immunities Poison, Psychic
  • Condition Immunities Poison, Charmed, Frightened, Exhaustion,
  • Senses passive Perception 10, Drakvison 30ft, lowlight 60ft
  • Languages Gothic, High Gothic

Mindless. This animal is immune to any enchantment or effect that would alter or gain control of its mind .
Immutable Form. This creature is immune to any spell or impression that would alter its kind .
Obedience. This animal acts on its controllers Initiative Unless Its accountant Gives another creature the Ability to command it .
Imperial Relic. Any Imperial, Maiden of Order, Astartes, or Primariss within 20ft of the relic acquire a + 2 to the AC .

Actions

Slam. Melee Weapon Attack : +3 to hit, reach 5ft., one target. Hit 8 ( 1D8 + 3 )

Word of the Emperor Cenobyte

medium, ( Constuct )

  • Armor Class 14
  • Hit Points 5 x your level
  • Speed 30ft.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
  • Skills Tech + 5
  • Damage Resistances Slashing, Bludgeoning, Piercing and Force
  • Damage Immunities Poison, Psychic
  • Condition Immunities Poison, Charmed, Frightened, Exhaustion,
  • Senses passive Perception 10, Drakvision 30ft, lowlight 60ft
  • Languages None

Mindless. This animal is immune to any spell or effect that would alter or gain control of its beware .
Immutable Form. This creature is immune to any spell or effect that would alter its form .
Obedience. This creature acts on its controllers Initiative Unless Its control Gives another animal the Ability to command it .
Words of the Emperor. Any Imperial, Maiden of Order, Astartes, or Primariss within 20ft of the keepsake are immune to the effects of the Frightened and charmed Condition .

Actions

Slam. Melee Weapon Attack : 3 + Owners Proficiency to hit, reach 5ft., one target. Hit 8 ( 1D8 + 3 )

Guardsman

medium, Imperial

  • Armor Class 17
  • Hit Points 6 x your level
  • Speed 30ft.
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 11 (+0) 12 (+1) 10 (+0)
  • Saves Dexterity +4
  • Skills Athletics +4, Perception +3, Stealth, Survival +3
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 11
  • Languages Common

Band of brothers: You have advantage on an assail wheel against a creature if at least two of your allies is within 5 feet of you and the ally international relations and security network ’ t incapacitated .

Actions

Lasgun. ranged Weapon Attack : 3 + Owners Proficiency to hit, Use Lasgun stats .
Bayonet. Melee Weapon Attack : 1 + Owners Proficiency to hit, reach 5ft., one target. Hit 5 ( 1d6 + 2 )
Frag grenade (Rechage 6). 3 + Owners Proficiency to hit, Use standard Frag Stats. \pagebreakNum

Medic

medium, Imperial

  • Armor Class 16
  • Hit Points 5 x your level
  • Speed 30ft.
STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 13 (+1) 11 (+0) 14 (+2) 10 (+0)
  • Saves Wisdom +4
  • Skills Perception +4, Stealth +4, Survival +4
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 12
  • Languages Common

Band of brothers: You have advantage on an approach cast against a creature if at least two of your allies is within 5 feet of the creature and the ally international relations and security network ’ thyroxine incapacitated .

Actions

Lasgun. ranged Weapon Attack : 2 + Owners Proficiency to hit, Use Lasgun stats .
Bayonet. Melee Weapon Attack : 1 + Owners Proficiency to hit, reach 5ft., one target. Hit 5 ( 1d6 + 2 )
MedKit (Rechage 5 – 6). as an action heal one homo creature within 5ft of you 2D6 + 4 hit points .

Vox Man

medium, Imperial

  • Armor Class 16
  • Hit Points 5x your level
  • Speed 30ft.
STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 13 (+1) 13 (+1) 10 (+0) 10 (+0)
  • Saves Intelligence +4
  • Skills Stealth +2, Survival +2, Technology +3
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 10
  • Languages Common
  • Challenge 1 (250)

Band of brothers: You have advantage on an attack roll against a creature if at least two of your allies is within 5 feet of the creature and the ally international relations and security network ’ t incapacitated .
Vox Caster: If a imperial Officer uses an order, they may use the voxman as his placement you may use that orders on any target within command radius a the voice caster aswell rather of your stead .

Actions

Lasgun. ranged Weapon Attack : 2 + Owners Proficiency to hit, Use Lasgun stats .
Bayonet. Melee Weapon Attack : 1 + Owners Proficiency to hit, reach 5ft., one target. Hit 5 ( 1d6 + 2 )
Frag grenade (Rechage 6). 2 + Owners Proficiency to hit Use standard Frag Stats .

Standard bearer

medium, Imperial

  • Armor Class 16
  • Hit Points 5 x your level
  • Speed 30ft.
STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 13 (+1) 11 (+0) 14 (+2) 14 (+2)
  • Saves Wisdom +4 Charisma +4
  • Skills Perception +4, Stealth +4, Survival +4
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 12
  • Languages Common

Band of brothers: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally international relations and security network ’ thymine incapacitated .

Actions

Las Pistol. ranged Weapon Attack : 2 + Owners Proficiency to hit, Use Las Pistol Stats .
Sword. Melee Weapon Attack : use 1 + Owners Proficiency to hit, Use Long Sword Stats .
Frag Grenade (Recharge 6). 2 + Owners Proficiency to hit, Use standard Frag Stats .
Rallying Standard (Recharge 5 – 6). as an carry through, all friendly creatures within 15ft of the standard gain 1D10 + the guard officers Charisma modifier temp Hit points .
Plant Standard (Recharge 6). as an natural process, the pallbearer may plant the criterion in the anchor on a space of the choose, all friendly creatures within 30ft of the standard derive + 2 to all attacks, wrong and save rolls until the pallbearer picks up the standard or goes unconcious. The bearer will not go more the 10ft from the Standard, if given an club to move the pallbearer will pick up the standard .

Veteran

culture medium, Imperial

  • Armor Class 17
  • Hit Points 7 x your level
  • Speed 30ft.
STR DEX CON INT WIS CHA
14 (+1) 18 (+4) 12 (+2) 11 (+0) 14 (+2) 10 (+0)
  • Saves Wisdom +4 Strength +4
  • Skills Perception +4, Stealth +4, Survival +4
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 12
  • Languages Common

Multi attack: you may make two attacks .
Band of brothers: You have advantage on an attack roll against a creature if at least two of your allies is within 5 feet of the creature and the ally international relations and security network ’ triiodothyronine incapacitated .

Actions

Hotshot Las Pistol. ranged Weapon Attack : 4 + Owners Proficiency to hit, use Hotshot Las Pistol Stats .
Combat Knife. Melee Weapon Attack : 2 + Owners Proficiency to hit, reach 5ft., one target. Hit 6 ( 1d6 + 2 )
Frag grenade (Recharge 6). Use military grade Frag Stats .
* * * Special Weapon, * * * Pick One of the Below Special Weapons. The seasoned must Keep this weapon you may not change it unless the Veteran dies or you replace him through higher command .
Hotshot lasgun. ranged weapon attack 4 + Owners Proficiency to hit, Use Hotshot lasgun stats .
Flamer. ranged weapon attack DC 8 + 4 + Owners Proficiency to hit Use Flamer stats .
Grenade Launcher. ranged weapon attack 4 + Owners Proficiency to hit, Use Grenade catapult stats .

Assistant Gunner

medium, Imperial

  • Armor Class 15
  • Hit Points 5 x your level
  • Speed 30ft
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 11 (+0) 12 (+1) 10 (+0)
  • Saves Dexterity +4
  • Skills Athletics +4, Perception +3, Stealth +3, Survival +3
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 11
  • Languages Common

Assistant Gunner: If this adjunct artilleryman is within 5ft of the Weapon system the artilleryman may ignore the massive parts property, if this is done the adjunct may not use its legal action. if the weapon is moved by the artilleryman, as a reaction the Assistant artilleryman will follow and assist in the dismantling and fabrication of the weapon .
Ammo Bearer: this creature can carry 40lbs of ammunition

Actions

Lasgun. ranged Weapon Attack : 4 + Owners Proficiency to hit, use lasgun stats .
Bayonet. Melee Weapon Attack : +4 4 + Owners Proficiency to hit, reach 5ft., one target. Hit 5 ( 1d6 + 2 )

Ganger

medium, Imperial

  • Armor Class 14
  • Hit Points 5 x your level
  • Speed 30ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 11 (+0) 12 (+1) 10 (+0)
  • Saves Strength +4
  • Skills Athletics +4, Intimidation +3, Stealth +4
  • Damage Resistances None
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 11
  • Languages Common

Beat down: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally international relations and security network ’ metric ton incapacitated .

Actions

Ranged Weapon ____ . ranged Weapon Attack : +4 to hit, range ft_ft., ___ target. Hit ( + 2 ) ______ damage .
Melee waepon ____. Melee Weapon Attack : +4 to hit, reach___ft., ___ target. Hit ( ___ + 2 )
Molitov (Rechage 6). ranged Weapon Attack : +4 to hit, range 30\60ft., Sphere 10Ft, deviation ( 3 ). Hit Dexterity save DC 15, on fail take 4D6 fire damage. on a pass take half as much .

Ogryn Bodyguard

large, Orgyn

  • Armor Class 16
  • Hit Points 7 x your level
  • Speed 30ft.
STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 8 (-1) 11 (+0) 9 (-1)
  • Saves Strength +7 constitution +6
  • Skills Athletics +7, Intimidation +5,
  • Damage Resistances slashing, piercing and bludgioning.
  • Damage Immunities None
  • Condition Immunities None
  • Senses Passive Perception 9
  • Languages Common

Angry: you may make 2 Melee attacks .

Actions

Ranged Weapon ____ . ranged Weapon Attack : +3 to hit, range ft_ft., ___ target. Hit ( + 2 ) ______ price .
Melee waepon ____. Melee Weapon Attack : +7 to hit, reach___ft., ___ target. Hit ( ___ + 7 )

Basic Sevo-skull

Tiny, ( Constuct )

  • Armor Class 15
  • Hit Points 2 x your level
  • Speed Fly 40ft. (Hover no more then 30ft off the ground)
STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
  • Skills Stealth + 5
  • Damage Resistances Slashing, Piercing
  • Damage Immunities Poison, Psychic
  • Condition Immunities Poison, Charmed, Frightened, Exhaustion
  • Senses passive Perception 16, Drakvison 60ft, lowlight 120ft
  • Languages None

Mindless. This creature is immune to any go or effect that would alter or gain control of its mind .
Immutable Form. This creature is immune to any spell or effect that would alter its form .
Obedience. This animal acts on its controllers Initiative Unless Its control Gives another creature the Ability to command it then it acts on there turn .

Servo Spotter

Tiny, ( Constuct )

  • Armor Class 18
  • Hit Points 2 x your level
  • Speed Fly 40ft. (Hover no more then 30ft off the ground)
STR DEX CON INT WIS CHA
6 (-2) 18 (+4) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
  • Skills Stealth + 5
  • Damage Resistances Slashing, Piercing
  • Damage Immunities Poison, Psychic
  • Condition Immunities Poison, Charmed, Frightened, Exhaustion
  • Senses passive Perception 16, Drakvision 60ft, lowlight 120ft
  • Languages None

Mindless. This animal is immune to any enchantment or consequence that would alter or gain restraint of its take care .
Immutable Form. This animal is immune to any while or consequence that would alter its shape .
Nero Link. If a Creature controlled via a Nero connection, on each of the controllers turns they can command the initiation telepathically ( no action required ). They decide what action the construct will take and where it will move during there turn, or they can issue a cosmopolitan dominate, such as to guard a particular chamber or corridor. If they issue no commands, the construct only defends itself against hostile creatures. once given an order, the reconstruct continues to follow it until its job is accomplished .
furthermore a construct attached to Via a Nero connection adds its controllers Proficiency bonus to any attacks or attack DC ‘s and any Saves it may make .
Nero Video and Audio. If a Creature controlled via a telepathic video and audio, you see and hear as the concept aswell this doing this take up your sight or hear .

Actions

Spot (Recharge 6). this animal designates a target with a laser, creatures making ranged attacks against the indicate target gain a advantage attack rolls until the depart of you next act .

Guardian-skull

Tiny, ( Constuct )

  • Armor Class 18
  • Hit Points 3 x your level
  • Speed Fly 40ft. (Hover no more then 30ft off the ground)
STR DEX CON INT WIS CHA
6 (-2) 18 (+4) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
  • Skills Stealth + 5
  • Damage Resistances Slashing, Piercing
  • Damage Immunities Poison, Psychic
  • Condition Immunities Poison, Charmed, Frightened, Exhaustion
  • Senses passive Perception 16, Drakvision 60ft, lowlight 120ft
  • Languages None

Mindless. This animal is immune to any spell or effect that would alter or gain control of its mind .
Immutable Form. This creature is immune to any spell or effect that would alter its form .
Nero Link. If a Creature controlled via a Nero radio link, on each of the controllers turns they can command the creation telepathically ( no action required ). They decide what action the construct will take and where it will move during there turn, or they can issue a general command, such as to guard a particular chamber or corridor. If they issue no commands, the concept only defends itself against hostile creatures. once given an ordain, the construct continues to follow it until its job is complete .
furthermore a manufacture attached to Via a Nero radio link adds its controllers Proficiency bonus to any attacks or attack DC ‘s and any Saves it may make .
Nero Video and Audio. If a Creature controlled via a telepathic video and audio, you see and hear as the construct aswell this doing this take up your batch or hear .

Actions

Lasgun. Ranged Weapon Attack : 4 + Owners Proficiency to hit, use lasgun stats .

Psychic Powers

All Psykers must have the Psyker Gene Mutation .

Manifesting the Warp

Do to the arjuious job it takes on the mind, to use a psychic ability, before any ability can be cast the Caster must First attempt to manifest it, Roll a Warp Skill examination With a DC adequate to the formula bellow
10 + Spell charge + 1 for each falsify bang used during the cast of the spell, Cantrips add 0 to the DC .

  • If the test is passed the spell goes off with no issue, follow the spell rules from there on, If the test is failed then the spell fails and nothing happens, Power slots and Warp charges are still used if a while fails .
  • If you roll a lifelike 1 or a natural 20 on this roll you Suffer Perils of the Warp as described below must then roll on the Perils of the Warp table ( Wild magic table for now ), in a case of a natural 20 the enchantment will still manifest, with increased effectvvness if a natural 20 would alter something .

Unstable Powers

As a result of being a Psyker you mind is always at hazard of the infect of the warp. As a solution, Each clock time a Psyker manipulates the warp it makes them vulnerable to putrescence use the rules below .
whenever you cast a spell you must pass a Wisdom Saving bewilder DC of 8 + the spells level on a failed the psyker suffers 1 point of Chaos Corruption .
If you convert warp charges to a Power slot you must make a Wisdom save DC 8 + the power slot created, on a fail the Psyker Suffers one point of Chaos putrescence .
Whenever you use a falsify charge for falsify Manipulation, you increase the DC of the putrescence screen made for casting a psychic power by 1 per warp charge used on the prompting power .

Deny the witch

All Psykers have the ability to Attempt to surpress another Psychic abilities gain the Spell Counterspell, Furthermore you may use it as a 1st level spell following the same rules for the Spell but it Starts at floor 1 .

Perils in the warp

Your natural magic comes from the warp⁠. You might have endured exposure to warp energies, possibly through a Warp rift. possibly you were born a Psyker, with no apparent causal agent. however it came to be, this magic churns within you, waiting for any exit. and must be subdued
When a Psyker uses one of their powers, they constantly draw from the essense of the Warp, to manifest fantastic abilities that would be otherwise impossible to perform. however, using psychic powers sometimes yields unexpected and unpleasant results, because the energies of the Warp are unpredictable, and the Warp is filled with daemons who are drawn to psykers .
While the perils of the deflection are as wild and unpredictable as any other psychic phenomena, some races such as the Eldar have managed to mitigate their effects using technological devices, ( such as a Ghosthelm ). however, the Imperium has yet to master their sympathy of these technologies, and sol the common policy with dealing with Psykers who suffer the Perils of the Warp is to provide the Emperor ‘s mercifulness ( execution ) to them a soon as their powers become out of hand ; referred to as the Ultimate authority
flush if a psyker survives an fire from the falsify, their souls are permanently marked by the close contact with the heave, becoming more susceptible to the forces of the warp in future .
When using a psychic if you roll a natural 1 or a natural 20 on the demonstration roll you must then roll on the Perils of the Warp table ( Wild magic table for now ), in a case of a natural 20 the spell will hush manifest, with increased effectivness if a natural 20 would alter something .

d8 Loot
1-2 Unpredictable outcome: This Perils of the warp are the most devistating effect a psyker can endure let alone 2 at once. Effect: Roll Twice on this chat re-rolling this result if you should get it again or the result is 51% or more.
3 Warp Feast: The uncontrolled psychic energies rip a whole in reality, centering on the psyker; sucking him into the warp to be consumed forever. Effect: your are now targeted by the banishment spell as if you had the banishment spell cast on you the DC for the test is 20 and the banishment last forever
4 Daemonhood: One of the most dangerous perils; the psyker is possessed by a daemon, becoming an unbound daemonhost Effect: when you roll this you must then roll a d100 again on a roll of 1-10 you turn into a Greater deamon, on a 11-50, you turn into a Deamon Prince and on a 51-100 you turn into a Deamom host
5-6 Cataclysmic Blast: The psyker is immolated with psychic energy, burning their possessions, equipment and the area around them for a few metres. Effect Cast immolation spell centered on you this lasts for 1D4 rounds
d8 Loot
7-8 Blood Rain: A cloud of psychic energy envelops the area, causing storm winds and rain of blood. Effect: The storm is centered on the Psyker and has a 50ft Radius, While a psyker is in this storms effect, any psychic powers cast in the area always cause perils of the warp.
9-10 Ethereal Storm: The excess psychic energy lashes the minds of nearby sentient creatures. Effect: Each creature within 25 ft of the psyker must make a intelligence Save DC 15, on a fail they take 3D10 psychic damage and half as much on a pass.
11-12 Dark Summoning: 1 or more lesser daemon physically manifests for a short period. Effect: 1d4 lesser deamons jump through a rift in the imaterium, under the GM’s control
13-14 Vice Versa: The soul of the psyker is cast out and swaps bodies with a nearby being for a short period of time, if there is no nearby other, the soul wanders the warp for the same period and returns slightly less sane. Effect: When this happens if there is a creature within 120ft of the Psyker, the Psyker randomly picks one. That creature must pass a will Save equal to the Psykers Spell DC, on a fail, swap Character sheets with the creature this last for 1D4 rounds. If there is no creatures in range or the wisdom save was passed then the Psyker goes catatonic for 1D4 rounds and must make a wisdom save DC 15, taking 4D8 Psychic damage on a fail and half as much on a pass.
15-16 Warp Whispers: The voices of daemons fill the area, speaking into the minds of others and corrupting their souls. Effect: All sentient Creatures within 30ft must make a Wisdom save DC 15 of suffer 1D4 Corruption Points
17-18 Psychic Mirror: The psychic power targets the psyker himself Effect: Change the target of the spell to yourself if it was not and if ti was then one random creature within 60ft.
19-20 Chronological Incontinence: The psyker vanishes as time bends around them, they reappear a few moments later. Effect: You are cast into the warp if you fail a Intelligence save DC 15, you disappear for 1D4 rounds during witch time you cannot act or be acted apon in any way. you return to the exact spot you vanished from.
21-22 Locked In: The excess energy remains in the psykers mind, locking them into a coma until it is overcome by sheer willpower. Effect: you are stunned 1D4 Rounds
23-24 Soul Sear: The psykers soul is overpowered by warp energy, scarring their spirit and preventing them from using their powers Effect You may not manifest Powers for 1D4 rounds
25-26 Psy-Blast: There is a sudden explosion, casting the psyker several meters into the air. Effect: Cast catapult on self in a random direction
27-28 Psychic Concussion: The violent energies knock the psyker unconscious and cascade outwards, also stunning those nearby. Effect: you are now unconscious for 1D4 round and all creatures within 30ft must make a intelligence save DC equal to the psykers spell save, or be stunned for 1D4 rounds
d8 Loot
29-30 Warp Burn: The energies of the warp manifest, striking the psykers mind sometimes stunning him temporarily. Effect: the Psyker must make a intelligence save DC 15, on a fail you Take 4D10 Psychic damage and half as much on a pass.
31-32 The Gibbering: Uncontrolled warp energy surges through the psykers mind, burning out their minds and driving them insane. Effect: Cast Feeblemind on yourself
33-34 Warp Madness: A psychic backlash of emotion fills the area, causing nearby individuals to become frenzied and mad. Potentially causing further emotional harm. Effect: Cast the Enemies Abound spell on all creatures within 30ft.
35-36 Tech Scorn: All tech devices and weapons nearby malfunction or jam. Effect: all vehicals and constructs are Stunned for 1d4 Rounds, all electronics stop working within 30ft of the Psyker.
37-38 Shadow of the Warp: (not to be confused with the Tyranid ability) The world changes appearance, causing people to glimpse the warp for an instant. Potentially destroying minds. Effect: The psyker must make an Wisdom save DC equal to the Psykers Spell DC, on a fail the psyker takes 3D8 Psychic damage and be blinded for 1D4 rounds, on a pass they take half damage and are not blinded
39-40 The Furies: The psyker is assaulted by an invisible force, causing himself and nearby objects to be thrown around viciously. Effect: cast Phantasmal Killer on self, it lasts for 1D4 rounds
41-42 Banshee Howl: A very loud screech fills the area out to almost a kilometre, causing people to be deafened. Effect: All creatures Within 3000ft must pass a dexterity save DC 15 or be defend for 1 Minute
43-44 Falling Upwards: Gravity reverses for a few seconds Effect: cast Reverse Gravity on your self.
45-46 Warp Ghosts: Howling ethereal apparitions fill the area, flying around unnerving the living and potentially causing insanity. Effect: cast Dissonant whispers on all creatures within 60ft, the whispers are found foaming from spectral spirits
47-48 Psy Discharge: Static electricity fills the area, causing the psyker to float for a short period Effect: Gain a fly speed of 30ft and creatures starting or ending within 5ft of you Suffer 3D6 Lightning damage
49-50 The Earth Protests: The ground shakes violently, causing a local earthquake. Effect: cast earthquake centered on self.
51-52 Bloody Tears: Images or statues appear to weep blood. Chipped wood appears to ooze blood rather than sap. Effect: the Psyker must make a wisdom save DC15 or gain 2 corruption points
53-54 Spectral Gale: Very strong winds envelop the area, knocking people to the ground. Effect: Cast gust of wind centered on self it last for 1D4 rounds and moves with the Psyker.
55-56 Unnatural Decay: All plants in the area wither. Effect:* Cast blight on all plant life within 30ft
D100 Effect
57-58 Daemonic Mask: The psyker channels a daemon for an instant, causing them to take on a frightful appearance for a moment, but corrupting their body permanently. Effect: Any creature that can see you must make a wisdom save DC 15 or be frightened until the end of the next turn.
59-60 Breath Leech: The air in nearby individuals lungs becomes lost, causing them to pause.
61-62 Distorted Reflection: Any reflective surfaces nearby break or distort.
63-64 Veil of Darkness: The area becomes devoid of natural light for a few seconds.
65-66 Haunting Breeze: Winds surround the psyker strong enough to move around small objects.
67-68 Spoilage: Any perishable goods within 20ft become stale and useless
69-70 Memory Worm: Anyone in the vicinity of the psyker forgets something minor.
71-72 Unnatural Aura: Any nearby animals become frightened and attempt to get away.
73-74 Grave Chill: The area around the psyker becomes cold and frost covered out for several metres.
75-76 Mounting Paranoia: The psyker gets an itchy back, as if there is someone behind them.
77-78 Ethereal Stench: The air around the psyker becomes either pleasant or noxious DM Choice.
79-80 Warp Echo: For a short period, any sounds cause strange echoes.
81-82 Dark Foreboding: A faint breeze surrounds the area, giving nearby individuals an unsettling feeling
83-84 Mocking Laughter: A sinister chorus or low laughter swirls around the psyker and those around them
85-86 The Crawling: The psyker is overcome with the sensation of tiny creatures moving just under the skin.
87-88 Flickering Lights: For a brief moment, all light sources within 25 metres of the psyker flicker and go out (if during the day or in a similar environment, this light source too seems to flicker for a moment).
89-90 Roiling Mist: A clammy mist roils up from the ground, surrounding the psyker for a radius of 25 metres.
91-92 Tears of the Martyrs: All paintings, statues, or equivalent effigies within 25 metres of the psyker begin to weep blood. If no such features exist within range, then walls or similar surfaces begin to drip with blood. This bleeding persists for 1 minute.
93-94 Hunting Music: You are surrounded by faint, ethereal music for the next minute
95-96 Ethereal Float: Your hair Floats around you as if you where floating in water
97-100 Nothing happens:

Warp Manipulations

You may use warp charges to manipulate you spells most Psyker Classes will have Warp Charges and in the classify description it will list an amount of the downstairs manipulations you know. See below for what each one does and how many warp charges it will cost .
You can use merely one Warp Manipulation choice on a spell when you cast it, unless differently noted .

Careful Spell

When you Cast a Spell that forces other creatures to make a spare give, you can protect some of those creatures from the go ’ s full force. To do thus, you spend 1 warp charge per target and choose a total of those creatures up to your intelligence modifier ( minimum of one creature ). A choose creature mechanically succeeds on its saving give against the spell .

Distant Spell

When you Cast a Spell that has a stove of 5 feet or greater, you can spend 1 falsify charge per while charge to double the range of the enchantment .
When you Cast a Spell that has a crop of touch, you can spend 1 falsify charges to make the range of the spell 30 feet .

Empowered Spell

When you roll damage for a enchantment, you can spend 1 falsify load per dice, to re-roll a act of the damage dice up to your inteligence modifier ( minimum of one ). You must use the newly rolls .
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell .

Extended Spell

When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 heave charge per spell floor to double its Duration, to a utmost Duration of 24 hours .

Heightened Spell

When you Cast a Spell that forces a creature to make a saving throw to resist its Effects, you can spend 3 falsify charges + 1 per spell level Heightened to give one target of the go disadvantage on its first salvage throw made against the go .

Quickened Spell

When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 heave charges to change the Casting Time to 1 Bonus Action for this vomit .

Subtle Spell

When you Cast a Spell, you can spend 1 falsify load to cast it without any bodily or verbal Components .

Twinned Spell

When you Cast a Spell that Targets only one creature and doesn ’ t have a range of self, you can spend a number of heave charges equal to the enchantment ’ s level to target a second creature in range with the same spell ( 1 warp charge if the spell is a cantrip ) .
To be eligible, a spell must be incapable of targeting more than one animal at the spell ’ s current charge. For model, Magic Missile and Scorching Ray aren ’ triiodothyronine eligible, but Ray of Frost is .

Charged Spell

When you cast a spell that requiers a animal to make a save against you spell DC. You may choose to spend a issue of Warp Charges up to a maximum of 5, if done, raise the spell save DC by the sum of Warp Charges used .
At flat 10 this raises from 5 to 10 .

Penetrating Spell

When you cast a spell that deals damage. You may choose to spend 2 Warp Charges, if done the enchantment will gain the AP property. You may spend 4 Warp charges to make the spell AP+ and 6 Warp charges o make it AP++ .

The Marks of Chaos

Should a person profit favor with one of the 4 Chaos gods they may be blessed with a check as proofread of being one of their loyal followers. Mind you being their servents comes at a price as every cross off bears a downside and can incur the wrath from that gods rival brothers and their followers. caution to the deadly races that dare choose to accept this power .
all Individuals with a Mark have Hatred toward any Astartes at DC 20

Hatred

Hatred: Whenever you see a target you have hatred against you must make a DC 15 Wisdom saving confuse. If you fail the save you must fight the target to the death .

The Mark of Slaanesh

When you gain this mark you Gain exemption to being Charmed, and profit resistance to Bludgeoning, Piercing and Slashing damage. Furthermore you may use anything that requires you to have a crisscross of Slaanesh and you have acsses to Slaanesh Spells .
Cons. You may entirely tell lies ( mixing accuracy with lies is satisfactory however ). You car pass any save against zone of truth, You besides incur Hatred against the followers of Khorne .

The Mark of Tzeentch

When you gain this mark you gain exemption to being Blinded and Deafened, and amplification resistance to Fire, Force and Psychic price. Furthermore you may use anything that requires you to have a scar of Thzeench and you have acsses to Thzeench Spells .
Cons. You gain 2 Warp touched Traits but the must be Thzeench. You incur the wrath against the followers of Nurgle. Furthermore you may use anything that requires you to have a mark of Nurgle and you have acsses to Nurgle Spells .

The Mark of Nurgle

When you gain this mark you gain immunity Poison damage and to the poison discipline and you are immune to any negative effects of a disease ( although you are still a host for it and may pass it on to other ). Furthermore you may use anything that requires you to have a mark of Nurgle and you have acsses to Nurgle Spells .
Cons. Your body begins to rots and puss, and armor that you were rust over clock time as you become a master of ceremonies for all disease. You gain a -2 AC and you besides incur Hatred against followers of Tzeentch

The Mark of Khorne

When you gain this mark and you deal fight damage with a melee weapon you add an extra 1d4 damage. You besides have advantage on all saves versus charming effects friend or foe
Cons. You gain hatred against all not Chaos creatures at a DC20, You incur Hatred against the followers of Slaanesh. You may not be a psyker

The Mark of the Undivided

To obtain the bell ringer of the Undivided is a feat unto its own as you worship chaos single that you worship all the Chaos gods evenly, You have managed to gain favor with each of the Chaos gods and have not received the blessings of any of their marks. They then all bless you with the punctuate of the Undivided and have become their chosen herald of the revelation. only few have walked this path in truth, Lord Abbadon being one of them .
When you gain this mark you gain all the benefits of all 4 other marks and none of the cons .

Warped Touched traits

Agonizing Smite

Prerequisite: Eldritch Blast cantrip
Effect: When you cast eldritch Blast, add your Charisma modifier to the wrong it deals on a strike .

Warp Armor

Effect: You can cast Mage Armor on yourself at will, without expending a spell slot or material Components .

Ascendant Step

Prerequisite: 9th level
Effect: You can cast Levitate on yourself at will, without expending a spell slot or material Components .

Deamon Speech

Effect: You can cast Speak with deamons .

Beguiling Influence

Prerequisite: Mark of Sleenesh
Effect: You gain proficiency in the Deception and Persuasion Skills .

Bewitching Whispers

Prerequisite: 7th charge
Effect: You can cast Compulsion once using a Warlock while slot. You can ’ triiodothyronine do then again until you finish a retentive Rest .

Book of Ancient Secrets

Prerequisite: Mark of Thzeench
Effect: You can now inscribe charming Rituals in your Book⁠ of Shadows. Choose two 1st-level Spells that have the ritual tag from any spell list ( the two needn ’ metric ton be from the lapp list ). The spells⁠ appear in the book and don ’ deoxythymidine monophosphate count against the phone number of spells⁠ you know. With your Book⁠ of Shadows in hand, you can cast the chosen spells⁠ as Rituals. You can ’ metric ton cast the spells⁠ except as Rituals, unless you ’ ve learned them by some other means. You can besides cast a spell you know as a ritual if it has the ritual tag .
On your Adventures, you can add other ritual Spells to your Book⁠ of Shadows. When you find such a spell, you can add it to the book if the spell ’ randomness grade is peer to or less than half your level ( rounded up ) and if you can spare the fourth dimension to transcribe the spell. For each floor of the spell, the transcription process takes 2 hours to inscribe it .

Chains of submission

Prerequisite: 15th degree Mark of Slaanesh
Effect: You can cast Hold Monster at will—targeting a Celestial, monster, or elemental—without expending a spell slot or material Components. You must finish a long Rest before you can use this invocation on the lapp creature again .
Devil ’ s Sight You can see normally in darkness⁠, both charming and nonmagical, to a distance of 120 feet .

Dreadful Word

Prerequisite: 7th level, marker of Thzeench
Effect: You can cast Confusion without using a spell slot. You can ’ metric ton do thus again until you finish a retentive Rest .

Warp detect

Effect: You can cast Detect Magic at will, without expending a spell slot .

Warp Spear

Prerequisite: Eldritch Blast cantrip
Effect: When you cast eldritch Blast, its range is 300 feet .

Eyes of the lore Keeper

Prerequisite: Mark of Thzeench
Effect: You can read all writing .

Nurgles Vigor

Prerequisite: Mark of Nurgle
Effect: You can cast faithlessly Life on yourself at will as a 1st-level while, without expending a spell time slot or material Components .

Gaze of Two Minds

Effect: You can use your action to touch a will Humanoid and perceive through its Senses until the end of your adjacent turn. a long as the animal is on the same plane of being as you, you can use your legal action on subsequent turns to maintain this association, extending the Duration until the end of your next change by reversal. While perceiving through the other creature ’ sulfur Senses, you benefit from any special⁠ Senses possessed by that animal, and you are Blinded and Deafened to your own surroundings .

Plague weapon

Prerequisite: 12th floor, Mark of Nurgle
Effect: When you hit a animal with a weapon, the creature takes extra poison damage equal to your wisdom modifier ( minimum 1 ) .

Pestiletual Smog

Prerequisite: 6th level, Mark of Nurgle
Effect: creatures within 5ft of you takes 1d4 poison damage at the beginning of each rung and when entering the 5ft radius from outside of it .

Mask of Many Faces

Prerequisite: Mark of Slaanesh
Effect: You can cast Disguise Self at will, without expending a spell slot .

Master of Myriad Forms

Prerequisite: 15th flush
Effect: You can cast Alter Self at will, without expending a spell slot .

Minions of Chaos

Prerequisite: 9th level
Effect: You can cast Summon lesser demon once without using a while slot. You can ’ thyroxine do so again until you finish a long Rest .

Mire the Mind

Prerequisite: 5th horizontal surface
Effect: You can cast dull once using a Warlock spell slot. You can ’ metric ton do so again until you finish a hanker Rest .

Warp Visions

Effect: You can cast silent image at will, without expending a spell time slot or material Components .

One with Shadows

Prerequisite: 5th level
Effect: When you are in an area of dense light or darkness⁠, you can use your action to become invisible until you move or take an action or a reaction .

Demonic Leap

Prerequisite: 9th level
Effect: You can cast jump on yourself at will, without expending a enchantment slot or fabric Components .

Repelling Smite

Prerequisite: Eldritch Blast cantrip
Effect: When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight trace .

Sculptor of Flesh

Prerequisite: 7th level, Slaanesh
Effect: You can cast Polymorph once without using a enchantment time slot. You can ’ deoxythymidine monophosphate do thus again until you finish a long Rest .

Sign of Ill Omen

Prerequisite: 5th horizontal surface
Effect: You can cast Bestow Curse once without using a enchantment slot. You can ’ deoxythymidine monophosphate do sol again until you finish a retentive Rest .

Thousand Fates

Effect: You can cast Bane once without using a spell slot. You can ’ triiodothyronine do so again until you finish a retentive Rest .

Thirsting Blade

Prerequisite: 5th Level ,
Effect: as a bonus action you make one attack on Your turn .

Visions of the Immatirium

Prerequisite: 15th level, mark of Slaanesh
Effect: You can cast Arcane Eye at will, without expending a spell slot .

Deamon Familiar

Effect: You gain a small deamon familiar, You can communicate telepathically with your familiar and perceive through your familiar ’ s Senses a long as you are on the lapp plane of universe. additionally, while perceiving through your familiar ’ s Senses, you can besides speak through your familiar in your own voice, even if your companion is normally incapable of speech⁠. ad at will, without expending a spell slot .

Witch Sight

Prerequisite: 15th level
Effect: You can see the genuine form of any creature concealed by magic trick while the creature is within 30 feet of you and within Line of Sight .

Psy Dualist

Effect: you may now cast Deny the wiccan with up to a total of levels of casting peer to you max slot tied you may break this up, for case at level 15 your slot level soap is 7th level so you may cast a 2nd level deny and then cast 5th flush equaling a total of 7 slot levels. once all levels are used you can ’ thyroxine use them again until you finish a long Rest .

Major Psychic Disciplines

Telepathy / Telamancy

Cantrips (0 Level)
  • Message
  • Friends
  • Bewilderment
  • Encode Thought
  • Encrypt/Decript
  • Enumerate
  • Lesser Charm
1st Level
  • Compelled Dule
  • Charm Person
  • Sleep
  • Command
  • Alter Arrows fortune
  • Adjust position
  • Beguiling Gift
  • Trick Question
2nd Level
  • Mind Spike
  • Detect Thoughts
  • Silence
  • Magic Mouth
  • Invisibility
  • Blindness/Deafness
  • Zone of truth
  • Calm Emotions
  • Enthrall
  • Suggestions
  • Bedazzling Charm
  • Charm Of Great Fondness
  • Convoluted Dictum
  • Destructive Resonance
  • Hypnotic Missive
  • Indecision
3rd Level
  • Enemies Abound
  • Sending
4th Level
  • Banishment
  • Mordekainens Private Sanctum
  • Greater Invisibility
  • Charm Monster
  • Confusion
  • Compulsion
  • Staggering Smite
5th Level
  • Planar Binding
  • Modify Memory
  • Geas
  • Dominate Person
  • Synaptic Static
  • Dream
  • Contact other Plane
  • Rarys Telepathic Bond
6th Level
  • Contingency
  • Mental Prison
  • Mass Suggestion
8th Level
  • Mind Blank
  • Glibness
  • Telepathy
  • Antipathy/Sympathy
  • Dominat Monster
  • Feeblemind
  • Power Word Stun
9th Level
  • Imprisonment
  • Weird
  • Void Rift
  • Astal Projection
  • Psychic Scream
  • Black Hole

Telekinesis / Telamancy

Cantrips (0 Level)
  • Blade Ward
  • Mage Hand
  • Prestidgitation
  • Resistance
  • Mending
  • Telekinetic Trip
1st Level
  • Catapult
  • Snare
  • Feather fall
  • Mage Armor
  • Magic Missle
  • Shield
  • Alarm
  • Tensers Floating Disk
  • Broken Charge
  • Protection From The Void
  • Telekinetic Parry
  • Waft
2nd Level
  • Magic Weapon
  • Knock
  • Levitate
  • Arcane Lock
  • Misty step
  • Hold Person
  • Althea’s Travel Tent
  • Champion’s Weapon
  • Conjure Mantelet
  • Crushing Trample
  • Decelerate
  • Heartstrike
  • instant Snare
  • Mass Blade Ward
  • Power Word Kneel
  • Time Step
  • Weiler’s Ward
3rd Level
  • Accelerate
  • Blink
  • Fly
  • Water Walk
  • Nondetection
  • Dispel Magic
  • Counterspell
  • Glyph of Warding
  • Protection from Energy
4th Level
  • Otilukes Resisient Shpere
  • Dimension Door
  • Fabricate
5th Level
  • Passwall
  • Planar Binding
  • Telikinesis
  • Hold Monster
  • Wall of Force
  • Teleportation Circle
  • Steel Wind Strike
  • Far Step
  • Wall of time
6th Level
  • Forbiddance
  • Globe of Invulnerability
  • Guards and Wards
  • Scatter
  • Drawmijs Instant Summons
  • Arcane Gate
7th Level
  • Reverse Gravity
  • Sequestor
  • Forcecage
  • Plane Shift
  • Teleport
8th Level
  • Demiplane
  • Antimagic Field
  • Maze
  • Disruptive Aura
9th Level
  • Invulnerability
  • Gate
  • Star’s Heart
  • Invulnerability

Imperialuss Divinus

Cantrips (0 Level)
  • Guidance
  • Resistance
  • Dancing Lights
  • Light
  • Word of Radiance
  • Sacred Flame
  • Message
  • Mending
  • Benediction
  • Star burst
  • Bless the dead
  • Brawn boost
  • Nimbleness
  • Exceptional Wit
  • Fortitude
  • Acumen
  • Allure
1st Level
  • Feather fall
  • Jump
  • Longstrider
  • Charm Person
  • Cause Fear
  • Ceremony
  • Detect Magic
  • Identify
  • Detect Poison and Disese
  • Faerie Fire
  • Purify Food and Drink
  • Wrathful Smite
  • Healing Word
  • Cure Wounds
  • Divine Favor
  • Guiding Bolt
  • Shield of faith
  • Santuary
  • Protection From Evil and Good (Evil Only)
  • Ceremony
  • Detect Evil and Good
  • Bless
  • Heroism
  • Ancestor’s Strength
  • Angelic Guardian
  • Feather Field
  • Guest Of Honor
  • Kareef’s Entreaty
  • Litany Of Sure Hands
  • Nourishing Repast
  • Protection From The Void
2nd Level
  • Enhance Ability
  • Magic Weapon
  • Locate Object
  • Silence
  • Gentle Repose
  • Calm Emotions
  • Hold Person
  • Zone of Truth
  • See Invisibility
  • Darkvision
  • Protection From Poison
  • Pass Without Trace
  • Augury
  • Aid
  • Branding Smite
  • Healing Spirit
  • Warding Bond
  • Lessor Restoration
  • Prayer of Healing
  • Spiritual Weapon
  • Blessed Halo
  • Blessed Rest
  • Feather Travel
  • Holy Warding
  • Mantle Of The Brave
  • Orb Of Light
  • Prayer Of Resolve
  • Shared Sacrifice
3rd Level
  • Blinding Smite
  • Crusaders Mantle
  • Revivify
  • Mass Healing Word
  • Spirit Guardians
  • Beacon of Hope
  • Aura of Vitality
  • Ceate Food And Water
  • Feign Death
  • Fear
  • Clairvoyance
  • Protection From Energy
  • Nondetection
  • Remove Curse
  • Dispel Magic
  • Sending
  • Daylight
  • Slow
  • Haste
  • Water Breathing
  • Water Walk
4th Level
  • Locate Creature
  • Stoneskin
  • Freedom of Movement
  • Banishment
  • Death Ward
  • Guardian of Faith
  • Aura of Purity
  • Divination
  • Aura of Life
5th Level
  • Greater Restoration
  • Mass Cure Wounds
  • Destuctive Wave
  • Dawn
  • Hallow
  • Crcle of Power
  • Banishing Smite
  • Dispel Evil and Good (Evil Only)
  • Commune
  • Hold Monster
  • Planar Binding
  • Legend Lore
  • Scrying
  • Reincarnate
  • Holy Weapon
  • Wall of Light
6th Level
  • Heroes Feast
  • Find The Truth
  • True Seeing
  • Guards and Wards
  • Word of Recall
  • Sunbeam
  • Heal
7th Level
  • Temple of the Gods
  • Conjure Celestial
  • Crown of Stars
  • Divine Word
  • Regenerate
  • Force Cage
  • Ethrealness
8th Level
  • Power Word Stun
  • Antimagic Field
  • Sunburst
  • Holy Aura
  • Quintessence
9th Level
  • Wish
  • Foresight
  • Power word Heal
  • True Resurrection
  • Mass Heal
  • Theogenesis
  • Greater Seal Of Sanctuary
  • Summon Star

Ruinous

Cantrips (0 Level)
  • Acid Splash
  • Caustic Touch
  • Crushing Curse
  • Semblance Of Dread
  • Hamstring
  • Hobble
  • Word Of Misfortune
  • Impotence
  • Clumsiness
  • Bewilderment
  • Frailty
  • Obtuse
  • Abhorrence
1st Level
  • Chaos bolt
  • Inflict Wounds
  • Bane
  • Hex
  • Cause Fear
  • Agonizing Mark
  • Blinding Pain
  • Cause Fear
  • Doom Of The Cracked Shield
  • Grim Siphon
  • Ill-Fated Word
  • Life Transference Arrow
  • Maw of needles
  • Proselytize
  • Roaming Pain
  • Screaming Ray
  • Withered Sight
  • Writhing Arms
2nd Level
  • Ray of Enfeeblment
  • Crown of madness
  • Caustic Blood
  • Chaotic Vitality
  • Clearing The Field
  • Cloak Of Fiendish Menace
  • Crown of Madness
  • Melf’s acid Arrow
  • Darkbolt
  • Elemental Horns
  • Exude Acid
  • Furious Hooves
  • Maddening Whispers
  • Negative Image
  • Rolling Thunder
  • Slither
  • Timely Distraction
3rd Level
  • Life Transference
  • Vampiric Touch
  • Feigh Death
  • Hungar of Hadar
4th Level
  • Evard’s Black Tentacles
  • Vitriolic Sphere
5th Level
  • Enervation
  • Negative Energy Flood
6th Level
  • Harm
  • Circle of Death
  • Eyebite (Panicked)
7th Level
  • Symbol
  • Finger of Death
  • Power Word Pain
8th Level
  • Maddening Darkness
  • Abi-Dalzims Horrid Wilting
  • Maddening Darkness
  • Machine Sacrifice
  • Glimpse Of The Void
  • Deadly Sting
9th Level
  • Power Word Kill
  • Weird
  • Unshackled Magic
  • Storm of Vengeance
  • Mammon’s Due

Minor Psychic Disciplines

Pyromancy / Pyrokinesis

Cantrips (0 Level)
  • Control flames
  • Fire bolt
  • Green flame blade
  • Produce flame
  • Create Bonfire
  • Puff of smoke
1st Level
  • Hellish Rebuke
  • Burning Hands
  • Searing Smite
  • Hearth Charm
  • Thin The Ice
2nd Level
  • Heat Metal
  • Pyrotecnics
  • Flame Blade
  • Aganazzars Scorcher
  • Continual Flame
  • Scorching Ray
  • Flaming Sphere
  • Ashen Memories
  • Fire Darts
  • Magma Spray
  • Solitary Fireball
3rd Level
  • Fireball
  • Melfs Minute Meteors
4th Level
  • Fire Sheild
  • Wall of Fire
5th Level
  • Immolation
  • Flame Strike
6th Level
  • Disintergrate
  • Investiture of Flame
7th Level
  • Delayed Blast Fireball
  • Fire Storm
8th Level
  • Incendary Cloud
9th Level
  • Meteor Swarm
  • Pyroclasm

Hydromancy / Hydrokinesis

Cantrips (0 Level)
  • Shape Water
  • Frostbite
  • Ray of frost
  • Hoarfrost
  • Shape water
1st Level
  • Fog Cloud
  • Create or Destroy Water
  • Armor of Agathys
  • Ice Knife
  • Flurry
  • Freeze Potion
  • Icicle Daggers
  • Snowy Coat
  • Tidal Barrier
2nd Level
  • Snillocs Snoball Swarm
  • Boreas’s Breath
  • Creeping Ice
  • Entomb In Ice
  • Ice Hammer
  • Sculpt Snow
  • Sheen Of Ice
  • Snow Fort
3rd Level
  • Wall of Water
  • Tidal Wave
  • Sleet Storm
4th Level
  • Control Water
  • Ice Storm
  • Watery Sphere
5th Level
  • Malestorm
  • Cone of Cold
6th Level
  • Otilukes Freezing Sphere
  • Wall of Ice
  • Investiture of Ice
8th Level
  • Tsunami
  • Glacial Cascade

Electromancy / Electrokinesis

Cantrips (0 Level)
  • Tunderclap
  • Shocking Grasp
  • Lightning lure
  • Booming Blade
  • Thunder Bolt
1st Level
  • Thunderwave
  • Witch Bolt
  • Thunderous Smite
2nd Level
  • Shatter
3rd Level
  • Thunder Step
  • Call lightning
  • Lightning Bolt
6th Level
  • Chain Lightning

Galeamancy

Cantrips (0 Level)
  • Gust
  • Wind Lash
  • Shiver
1st Level
  • Zephyr Strike
  • Breathtaking Wind
  • Circle Of Wind
  • Wind Tunnel
2nd Level
  • Dust devil
  • Gust of Wind
  • Warding Wind
  • Wresting Wind
3rd Level
  • Wind Wall
4th Level
  • Storm Sphere
5th Level
  • Control Winds
6th Level
  • Investiture of Wind
  • Wind Walk
8th Level
  • Roaring Winds Of Limbo
7th Level
  • Whirlwind

Biomancy / Biopathy

Cantrips (0 Level)
  • Spare the Dying
  • Quicken
  • Uncanny Avoidance
  • Brawn boost
  • Nimbleness
  • Exceptional Wit
  • Fortitude
  • Acumen
  • Allure
  • Impotence
  • Clumsiness
  • Bewilderment
  • Frailty
  • Obtuse
  • Abhorrence
1st Level
  • Expiditious Retreate
  • Cure Wounds
  • Detect Poison and Disease
  • False life
  • Jump
  • Longstrider
  • Ancestor’s Strength
  • Bloodhound
  • Deep Breath
  • Gliding Step
  • Slippery Fingers
  • Thunderous Charge
2nd Level
  • Enlarge/Reduce
  • Alter Self
  • Lessor Restoration
  • Aid
  • Protection from Poison
  • Gift Of Resilience
  • Heartstop
  • Iron Stomach
  • Shade
  • Accelerate
  • heartstop
3rd Level
  • Haste
  • Slow
  • Water Breathing
  • Catnap
  • Revivify
4th Level
  • Freedom of movement
  • Death Ward
5th Level
  • Greater Restoration
  • Skill Empowerment
  • Mass Cure Wounds
6th Level
  • Tenser’s Transformation
  • Heal
7th Level
  • Regenerate
8th Level
  • Clone
9th Level
  • Shapechange

Divination

Cantrips (0 Level)
  • True Strike
1st Level
  • Detect Magic
  • Identify
  • Comprehend Languages
  • Detect Magic
  • Anticipate Weakness
  • Avoid Grievous Injury
  • Find Kin
  • Foretell Distraction
  • Insightful Maneuver
  • Pendulum
  • Seer’s Reaction
  • Speak With Inanimate Object
  • Voorish Sign
2nd Level
  • Darkvision
  • Find Traps
  • Locate Animals or Plants
  • Locate object
  • See Invisibility
  • Anticipate Attack
  • Discern Weakness
  • Distracting Divination
  • Distraction Cascade
  • Gift Of Luck
  • Grain Of Truth
  • Lair Sense
  • Read Object
  • Warning Shout
3rd Level
  • Clairvoyance
  • Tongues
4th Level
  • Arcane Eye
  • Locate Creature
  • Reset
5th Level
  • Scrying
  • Legend Lore
6th Level
  • Find the Path
  • True Seeing
  • Time loop
9th Level
  • Foresight
  • Time Stop
  • Time in a bottle

Spirit Craft

Cantrips (0 Level)
  • Toll the dead
1st Level
  • Bane
  • Hex
  • Bless the dead
  • Black Ribbons
  • Extract Essence
  • Gird the Spirit
2nd Level
  • Moonbeam
  • Shadow Blade
  • Gentle Repose
  • By The Light Of The Moon
  • Dark Path
3rd Level
  • Gaseous From
  • Life Transference
  • Vampiric Touch
  • Feign Death
4th Level
5th Level
  • Creation
6th Level
  • Soul Cage
  • Magic jar
7th Level
  • Etheralness
8th Level
9th Level
  • Cosmic Alignment

Illudamancy / Illudapathy

Cantrips (0 Level)
  • Thaumaturgy
  • Minor Illusion
  • Light
  • Dancing Lights
  • Douse Light
  • Semblance Of Dread
  • Silhouette
1st Level
  • Silent Image
  • Illusory Script
  • Unseen Servant
  • Disguise Self
  • Amplify Light
  • Cloak Of Shadow
  • Scentless
  • Shadow Armor
  • Step Like Me
2nd Level
  • Darkness
  • Pass Without Trace
  • Mirror Image
  • Blur
  • Dome Of Silence
  • Phantom Light
3rd Level
  • Hypnotic Pattern
  • Daylight
  • Major Image
  • Fear
4th Level
  • Hallucinatory Terrain
5th Level
  • Mislead
  • Seeming
6th Level
  • Programmed Illusion
7th Level
  • Simulacrum
  • Project Image
  • Mirage Arcane
8th Level
  • Steam Whistle

Teramancy / Terrapathy / Terrakinesiss

Cantrips (0 Level)
  • Mold Earth
  • Magic Stone
  • Pummelstone
1st Level
  • Earth Tremor
  • Guiding Star
  • Land Bond
  • Mud Pack
2nd Level
  • Earthbind
  • Maximilians Earthen Grasp
  • Boulder Toss
  • Ley Disruption
  • Reverberate
  • Spire Of Stone
  • Trench
  • Vine Trestle
3rd Level
  • Wall of Sand
  • Erupting earth
  • Meld into Stone
4th Level
  • Stone Shape
  • Stoneskin
  • Phantasmal Killer
5th Level
  • Transmute Rock
  • Wall of Stone
6th Level
  • Bones of earth
  • Investiture of Stone
  • Flesh to Stone
  • Move Earth
8th Level
  • Earthquake
  • Mighty Fortress
9th Level
  • Unleash Effigy
  • Summon Avatar
  • Ley Surge

Conjuration

Cantrips (0 Level)
  • Sword Burst
2nd Level
  • Cloud of Daggers
  • Rope Trick
  • Cordon of Arrows
  • Glyph Of Shifting
3rd Level
  • Leomunds Tiny Hut
  • Create Food and Water
  • Conjure barrage
4th Level
  • Leomunds Secret Chest
  • Mordenkainens Faithful Hound
5th Level
  • Conjure Volly
6th Level
  • Heroes Feast
  • Blade barrier
7th Level
  • Mordenkainens Magnificent Mansion
  • Mordenkainens Sword
8th Level
  • Mighty Fortress

Floramancy / Florapathy / Florakinesis

Cantrips (0 Level)
  • Shillelagh
  • Thorn Whip
  • Druidcraft
  • Hail of Thorns
  • Poison spray
  • Tree heal
1st Level
  • Entangle
  • Ensnaring Strike
  • Goodberry
  • Forest Affinity
  • Forest Native
  • Green Mantle
  • Nature’s Aegis
  • Tree Speak
2nd Level
  • Locate Animals or Plants
  • Spike Growth
  • Barkskin
  • Batsense
  • Thorn Cage
  • Tree Running
3rd Level
  • Plant Growth
  • Speak With Plants
4th Level
  • Grasping Vine
  • Guardian of Nature (Great tree only)
5th Level
  • Tree Stride
  • Commune With Nature
  • Wrath of Nature (Animate only Plants)
  • Awaken (Only Plants)
6th Level
  • Wall of Thorns
  • Transport Via Plants
  • Druid Grove
9th Level
  • Forest Sanctuary

Faunamancy / Faunapathy

Cantrips (0 Level)
  • Infestation
  • Primal Savagry
1st Level
  • Hunters Mark
  • Beast Bond
  • Speak with Animals
  • Animal Friendship
  • Conjure Moch Animals
  • Cure Beast
  • Goat’s Hoof Charm
  • Hunter’s Endurance
  • Illuminate Spoor
  • Mosquito Bane
  • Scentless
  • Strength Of An Ox
  • Wolfsong
  • Find Familiar
2nd Level
  • Locate Object
  • Beast Sense
  • Animal Messenger
  • Darkvision
  • Find Traps
  • Pass Without Trace
  • Enhance Ability
  • Spider Climb
  • Find Steed
  • Animal Spy
  • Aspect Of The Ape
  • Aspect Of The Ram
  • Bestial Fury
  • Black Swan Storm
  • Call a Roggenwolf
  • Conjure Scarab Swarm
  • Enhance Familiar
  • Hunter’s Cunning
  • Mark Prey
  • Nip at the Heels
  • Revive Beast
  • Snap the Leash
  • Thunderous Stampede
3rd Level
  • Conjure Animals
  • Water Breathing
  • Stinking Cloud
4th Level
  • Dominate Beast
  • Giant Insect
  • Locate Creature
  • Find Greater Steed
  • Guardian of Nature (Primal beast only)
  • Polymorph
5th Level
  • Insect Plague
  • Awaken (only Beast)
  • Cloudkill
6th Level
  • Find the Path
8th Level
  • Animal Shapes
9th Level
  • Mass Polymorph
  • True Polymorph (Beasts Only)

Necromancy

Cantrips (0 Level)
  • Chill Touch
  • Memento Mori
  • Semblance Of Dread
  • Shiver
  • Claws of Darkness
  • Shadow Bite
  • Dark Maw
1st Level
  • Arms of Hadar
  • Bolster Undead
  • Cloying Darkness
  • Shadow Hands
2nd Level
  • Animate Ghoul
  • As You Were
  • Conjure Spectral Dead
  • Dead Walking
  • Ectoplasm
  • Grave Sense
  • Jerilyn’s Cadaverous Uprising
  • Rotting Corpse
  • Shadow Puppets
  • Unholy Defiance
3rd Level
  • Speak with Dead
4th Level
5th Level
  • Danse Macabre
  • Rise Dead
6th Level
  • Create Undead
7th Level
  • Resurection
8th Level
  • Malevolent Waves
  • Ghoul King’s Cloak
9th Level
  • True Resurrection
  • Umbral Storm

Technomancy

Cantrips (0 Level)
  • Clockwork bolt (Enhanced Round)
  • Fist of Iron
  • Iron hand
  • Tick Stop
  • Mending
1st Level
  • Grease
  • Analyze Device
  • Animate Construct
  • Armored Heart
  • Armored shell
  • Find The Flaw
  • Gear Shield
  • Hone Blade
  • Machine Speech
  • Machine’s Load
  • Ring Strike
  • Tireless
  • Undermine Armor
2nd Level
  • Bitter Chains
  • Boiling Oil
  • Doom Of The Slippery Rogue
  • Gear Barrage
  • Greater Analyze Device
  • Lock Armor
  • Repair Metal
  • Winding Key
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
  • Power Word Restore
9th Level
  • Time Slippage

Hemomancy

Cantrips (0 Level)
  • Bloodtide
1st Level
  • Bleed
  • Blood Scarab
  • Bloody hands
  • Bloody Smite
  • Heart to Heart
  • Stanch
  • Weapon Of Blood
2nd Level
  • Blood Lure
  • Bloodshot
  • Lacerate
3rd Level
  • Blood armor
  • Vital Mark
4th Level
  • Blood and Steel
  • Blood Puppet
  • Blood Spoor
  • Boiling Blood
5th Level
  • Cruor Of Visions
  • Exsanguinate
  • Exsanguinating cloud
  • Sanguine horror
6th Level
7th Level
8th Level
9th Level
  • Afflict Line
  • Blood To Acid

Deamonology

Cantrips (0 Level)
  • Black goats blessing
1st Level
2nd Level
3rd Level
  • Summon Lesser Demons
4th Level
  • Summon Greater Demon
5th Level
  • Planar Ally (Demon)
  • Conjure Fey Hound
6th Level
  • Create Homunculus
  • Infernal Calling
  • Tenser’s Transformation
  • Conjure Fey
7th Level
8th Level
9th Level
  • Form Of The Gods

Putricolagy

Cantrips (0 Level)
  • Decay
  • Hand of doom
  • Infestation
  • Memento Mori
  • Poison Spray
1st Level
  • Ray of Sickness
  • Bottomless Stomach
  • Cobra Fangs (Putrid Fangs)
  • Disquieting Gaze (poison not necrotic)
  • Ray of Sickness
  • Withering Smite
2nd Level
  • Grudge Match
  • Poisoned Volley
  • Poisonous Flesh
  • Plaguebearer
  • Rotting Corpse
  • Stench of Rot
  • Vomit Tentacles
  • Caustic Blood
  • Mephitic Croak
3rd Level
4th Level
  • Blight
  • Sickening Radiance
5th Level
  • Contagion
6th Level
  • Eyebite (sickened)
7th Level
8th Level
  • Wind Of The Hereafter
  • Malevolent Waves
  • Frailform
9th Level

Exceses

Cantrips (0 Level)
  • Dragon roar
1st Level
  • Earworm Melody
  • Fey Glamer
  • Gordolay’s Pleasant Aroma
2nd Level
  • Enhance Greed
  • Heartache
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
  • Paragon Of Chaos
9th Level
  • Blade of Disaster

Tzenchian

Cantrips (0 Level)
  • Dissonant Whispers
  • Visios mockery
  • Brimstone Infusion
  • Misstep
1st Level
  • Tasha’s Hideous Laughter
  • Auspicious Warning
  • Brimstone
  • Chronal Lance
  • Fairy Fire
  • Glamer Of Mundanity
  • Liar’s Gift
  • Twist The Skein
  • Unluck On That
2nd Level
  • Phantasmal Force
  • Bad Timing
  • Doom Of Consuming Fire
  • Mist Of Wonders
  • Shifting The Odds
  • Spin
  • Unluck On That
3rd Level
  • Phantom Steed
  • Gaseous From
4th Level
  • Phantasmal Killer
  • Shadow of Moil
5th Level
6th Level
  • Eyebite (Asleep)
7th Level
  • Etheralness
8th Level
  • Move The Cosmic Wheel
  • Maze
  • Lower The Veil
9th Level
  • Void Rift
  • Prismatic Wall
  • Maze, Greater
  • Greater Maze

Universal Powers

Cantrip (0 Level)
  • Eldritch Blast

The adopt spell are universal Elemental spells you may take any of these spells if you posess actinium to other Disciplines. If you have acsess to Pyromancy, Hydromancy, Electromancy or Galeomancy you may take any of the spells below but they only efect the element equivilent to Elemental Disciplines you have acsess to .

1st level
  • Absorb Elements
  • Chromatic Orb-
2nd level
  • Elemental Twist
3rd Level
  • Elemental weapon
4th Level
  • Elemental Bane
  • Conjure Minor Elemental
5th Level
  • Conjure Elemental
6th Level
  • Primordial Ward

Spells Requierments

All while do not require material components .

Moral and Units

Moral

At the end of a creatures turn When a creature is brought to half health or they takes damage while below half health, they must pass a Wisdom save DC equal to the price of the attack that forced the test, on a fail the Creature is Broken See below for the Broken condition. A collapse animal may attempt to retake the test at the end of each turn at the same DC if that is passed they rally and drop the Broken condition. If you are hit again while Broken you have disadvantage on the spare against the attack with the new DC. You automaticaly rally from the Broken condition if you should be healed to above half your health .

Broken:

  • A Broken animal has disadvantage on Ability Checks and Attack Rolls while the informant of its fear is within Line of Sight .
  • The creature can ’ triiodothyronine willingly move closer to any current enemy combatants .
  • If a Broken creature moves it must constantly end that move father from any current enemy combatants .

If a unit is brought to half its original numbers it must make one wisdom of solomon save using the units leader or average save DC 15. if failed the unit is Broken. a break unit of measurement make make a new test at the end of its turning, if minion is killed when a unit is Broken the test is taken at disadvantage. they can automaticaly beat up if a character or special NPC within 30ft uses its action and a opinion or a intimidation chech DC 20 .

Corruption

the defile of chaos is constantly present and you will constantly have to fight against it. many things will cause putrescence, this will cause a circumstance called Tainted. corruptness is measured in five levels, see below

  • Do not apply Corruption damage to the target character’s hit points, but is rather accumulated over time until it healed.
  • Each time a character suffers 1 or more points of Corruption, check to see if their current Corruption total exceeds a multiple of their Wisdom score (e.g. 1 × Wisdom score, 2 × Wisdom score, etc.), they must make a Wisdom save throw. The highest multiple exceeded by the total Corruption accumulated to date determines this save’s DC, as shown on Table see below. With failure, the character suffers the listed condition
  • During each long rest a creature with corruption may make a wisdom Save equal to the DC of you highest tainted score, if the test is passed you remove 1d4 points of Corruption.
Wisdom Multiple DC Condition
1xWis 10 Tainted 1
2xWis 15 Tainted 2
3xWis 20 Tainted 3
4xWis 25 Tainted 4
5xWis 30 Tainted 5

Tainted Condition

Level Corruption effect Mutation % Number of Mutations
1 Disadvantage on charisma Saves and skill checks and advantage on strength saves and skill checks 25% 1
2 Disadvantage on Intelligence Saves and skill checks and advantage on constitution saves and skill checks 50% 1
3 Disadvantage on Wisdom Saves and skill checks and advantage on Dexterity saves and skill checks 75%/25 1/2
4 You No longer have Disadvantage on CHA,INT,WIS saves and checks 100% D3
5 You gain you level/CR x 2 Hit points 100% 1D3+1

A creature that is Tainted will have the effects from its current Tainted charge a well as all lower levels of Tainted .

Homebrew feat

Medic (Rename from Healer)

You are an able doctor, allowing you to mend wounds promptly and get your allies bet on in the fight. You gain the surveil benefits :

  • When you use a Medi-Pak to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action, you can spend one use of a Medi-pak to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.

Quick Reload

  • Gain a +1 to Dexterity score. This may not exceed a maximum of 20.
  • With this feat you may reload a weapon as a bonus action. This dose not count for Heavy weapons.

Mechanic

  • When you use a Maintenance kit to Stabilize a Staling vehicle, that vehicle also regains 10 Hit points.
  • As an action, you can spend one use of a Maintenance kit to tend to a construct and restore 2d6 + 4 hit points to it. The construct can’t regain hit points from this feat again until it finishes a short or long rest.

Ranged Sentinal

  • If your using a Pistol you count as having a weapon with the reach (10ft) feature.
  • Creatures within your reach provoke opportunity attacks even if they took the Disengage action.
  • When a creature within your reach makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a ranged weapon attack against the attacking creature.

Sneak attack

  • Increases you dexterity by to a maximum of 20.
  • You know how to strike subtly causing more damage. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.

Grenadier

  • You may now throw grenade 10ft further for short range and 40 feat for long range.
  • You now have advantage on the scatter die when rolling for deviation with a grenade or Grenade Launcher.

Precise Shot

  • Gain a +1 to Dexterity score. This may not exceed a maximum of 20.
  • You no longer suffer disadvantage on ranged attack rolls made when firing into a Melee Combat

Close Quarters Combat

  • You no longer suffer disadvantage on ranged attack rolls made when firing Assault or Rapidfire weapons within reach of a Melee weapon.
  • Gain a + 2 bonus on ranged weapon attacks within normal range.

Power Armor

  • Increase your Con Score by 1, to a maximum of 20.
  • You gain proficiency with Power Armor.

Machine Gunner

  • Increase your Dex Score by 1, to a maximum of 20.
  • When you fire a weapon with the Automatic property you only suffer -1 for each volley fired or gain 1 to the DC of a Spray.

Sharpshooter (rewrite)

  • Attacking at long range doesn’t impose disadvantage on your ranged weapon Attack Rolls
  • Your ranged weapon attacks always count cover as one less then it has, (half becomes no cover and 3/4 counts as half).
  • When firing ranged weapons you score a critical hit on one better then you would normally.

Rifle Discipline

alternatively of following the normal rules for the Rapid Fire weapon property, creatures firing Bolt, Auto or Stub weapons will get the extra attack from Rapidfire if at least one of the below standard is boundary line .

  • The shooting creature’s target is within half the weapon’s normal range
  • The shooting creature remained stationary during this turn.
  • The shooting creature is a Terminator or on Bike

For the purposes of this ability, a Rapid Fire bolt, Auto or Stub weapon is any weapon with bolt, Auto or Stub in its name with the Rapid Fire Property .

Leadership

  • Increase your Cha Score by 1, to a maximum of 20.
  • You may use the inspiration feature below

Inspiration you can inspire others through giving tactical commands, shouting mottos, struggle cries or insperational speach. To do then, you use a bonus action on your act you choose one creature other than yourself within 60ft of you, who can hear you. That creature gains one Inspiration die, the die size is dependant on you charisma modifier see below .
You can use this feature a issue of times peer to your Charisma modifier ( a minimum of once ). You regain any use uses when you finish a long Rest. At level 10 this increases to 2x your Charisma modifier .

Insperation Die type
Charisma Modifier Insperation die
-1 and below 0
+0 1
+1 1D4
+2 1D6
+3 1D8
+4 1D10
+5 1D12

once within the future 10 minutes, the creature can roll the die and add the count rolled to one ability check, attack roll, damage roller, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Officers Inspiration die. you must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have alone one Inspiration die at a time .

List of approved Core Rule Feats

  • Alert
  • Athlete
  • Actor
  • Charger
  • Crosbow Expert
  • Defensive Duelist
  • Dual Wielder
  • Dungeon delver, Renamed (Awereness)
  • Durable
  • Grappler
  • Great Weapon Master
  • Heavily Armored
  • Heavy Armor master (This applies to power armor as well and is 5/DR)
  • Inspiring Leader
  • Lightly Armored
  • Lucky
  • Mage Slayer, Renamed (Witch Hunter)
  • Medium Armor Master
  • Mobile
  • Moderately Armored
  • Mounted Combatant
  • Observant
  • Polearm Master
  • Resilient
  • Savage Attacker
  • Sentinel
  • Sharpshooter (Rewrite)
  • Shield Master
  • Skilled
  • Skulker
  • Tavern Brawler, Renamed (Brawler)
  • Tough
  • War Caster
  • Weapon Master

Melee Maneuvers

Coordinated Attack. When you take the Attack action on your change state, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly animal who can see or hear you and expend one transcendence die. That animal can immediately use its reaction to make one weapon approach, adding your religion fail to the attack ‘s wrong coil .
Disarming Strike. When you hit a animal with a Melee weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one detail of your choice that it ‘s holding. You add your superiority die to the approach ‘s damage axial rotation, and the target must make a Strength redemptive confuse. On a fail save, it drops the object you choose. The aim lands at its feet .
Distracting Strike. When you hit a creature with a Melee weapon attack, you can expend one superiority die to distract the creature, giving your allies an open. You add your superiority die to the attack ‘s damage roll. The next attack roll against the target by an attacker other than you has advantage if the fire is made before the start of your following turn .
Evasive Footwork. When another creature damages you with a Melee or Ranged assail, you can use your reaction and expend one transcendence die to reduce the damage by the phone number you roll on your superiority die + your charge .
Feinting Attack. You can expend one superiority die and use a bonus action on your turning to feint, choosing one animal within 5 feet of you as your aim. You have advantage on your adjacent Melee attack roll against that creature before the end of your turn. If that attack hits, add your superiority to the fire ‘s wrong roll .
Goading Attack. When you hit a creature with a Melee weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add your superiority to the attack ‘s wrong roll, and the prey must make a Wisdom saving throw. On a fail save, the target has disadvantage on all assail rolls against targets early than you until the end of your adjacent turn .
Lunging Attack. When you make a Melee weapon attack on your turn, you can expend one transcendence die to increase your reach for that attack by 5 feet. If you hit, you add your superiority die to the attack ‘s damage roll .
Maneuvering Attack. When you hit a creature with a Melee weapon attack, you can expend one superiority fail to maneuver one of your comrades into a more advantageous military position. You add your superiority die to the attack ‘s damage roll, and you choose a friendly animal who can see or hear you. That animal can use its reaction to move up to half its rush without provoking opportunity attacks from the target of your attack .
Menacing Strike. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to frighten the target. You add your superiority die to the attack ‘s damage peal, and the target must make a Wisdom saving throw. On a fail save, it is frightened of you until the conclusion of your adjacent turn .
Parry. When you are hit by a Melee attack, you can expend one superiority die, roll a superiority and add the count rolled to your AC against that attack .
Precision Attack. When you make a Melee weapon attack roll against a animal, you can expend one superiority die die to add a superiority die to the roll. You can use this steer before or after making the attack roll, but before any effects of the attack are applied .
Pushing Attack. When you hit a creature with a Melee weapon approach, you can expend one superiority die to attempt to drive the target back. You add your superiority die to the attack ‘s price roll, and if the target is big or smaller, it must make a Strength salvage project. On a fail spare, you push the aim improving to 15 feet away from you .
Piercing Strike. When you hit a creature with a Melee weapon attack, you can expend one transcendence if you do, You treat the weapon as having an AP level of one greater then it dose, If there is no AP, it gains AP. You add your superiority die to the attack ‘s damage roll .
Rally. On your act, you can use a bonus natural process and expend one superiority die to bolster the decide of you or one of your companions. When you do so, you or a friendly animal who can see or hear you. gains irregular hit points equal to your superiority die roll + your Charisma modifier + your level .
Riposte. When a creature misses you with a melee or pistol attack within 5ft, you can use your chemical reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add your superiority die to the attack ‘s wrong roll .
Sweeping Attack. When you hit a animal with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original aim and within your reach. If the original attack roll would hit the second gear animal, it takes damage peer to the numeral you roll on your superiority die + your Strength bonus. The damage is of the same type deal by the original fire .
Trip Attack. When you hit a creature with a weapon Melee assail, you can expend one superiority die to attempt to knock the target down. You add your transcendence die to the attack ‘s damage roll, and if the target is large or smaller, it must make a Strength spare project. On a fail keep open, you knock the target prone .

Cybernetic Augmetations

There are all sorts of different Augmetic each takes up different locations on you torso and some may require Prerequisits like being a specific race on needing a specific Augmetic. some others are a couple mean that it will occupy both hands this still uses 1 Augment slot for hands. Some Augmentations can be upgraded and taken more than once at the monetary value of another slot Be mindful of what mods your taking and weather or not they will take up the like slot, talk to you DM about your options. any individual that is technical in medicate and Tech/Artificers tools, can install this augmetics. This requires the mod or some time in hours and materials ( consult GM ) to create the Augmentation and a number of hours to install it. then a number of long rests ( confer GM ) to recover. You besides suffer 1 or more levels of exhaustion for a number days after convalescence ( consult GM ), as your torso gets accustomed to the new part. These mods Can not used to stack with genetic Modifacations, Nor can they be paired with such tech and in blend and coordinated .
This procedure may be done By a Tech Priest with the aid of a Healer. If you are a Construct you may have this Procedure done by any Tech priest without the Healer .
Performing this operation requires booth Artificers tools ( Intelligence ) and Tech tools ( Intelligence ) checks, the DC for this confirmation is peer to 15 plus twice the count of Augmentations you are attempting to change or install. On a fail check, you are unsuccessful in your efforts and must make an extra check to attempt to fix your original modifications .
The DC to fix a Augmetic is 20, if this check is besides failed, you no longer profit from it as it is non-functional. You may repeat the rectify check after a long rest .

Cybernetic Augmentation Slots

here is a tilt of the Augment slots and how many each may have .
Augmetic Slots

  • Head: 4
  • Nero: Maximum Varies
  • Chest: 2
  • Back: 1
  • Arms: 2 on each side
  • Hands: 2
  • legs: 2, on each side
  • Feat: 2
  • Dermal/Exo: 6
  • Spinal: 2
  • Anotomic: 4

Advanced Augmetics Casting Some Advanced Augmetics allow you to cast spells, Though a spell is used for the consequence the effect its self is not Magical. Intelligence is your spellcasting ability for Advanced Cybernetics that uses a go. You use your intelligence score whenever a enchantment refers to your spellcasting ability. In addition, you use your news modifier when setting the saving throw DC for any go like ability you cast with Advanced Cybernetics and when making an attack roller with one .
Advanced Augmetics Save DC = 8 + your proficiency bonus + your intelligence modifier
Advanced Augmetics Attack Modifier = your proficiency bonus + your news modifier
When you use the attack military action on your turn to make a main hand Advanced Cybernetics weapon approach, you can use any bonus actions to cast a Advanced Cybernetics spell .

Asscension to the Omni Cult:

If at any point a Human Has a Adamantin Skull, 2x car arms, 2x machine legs, 1 thorax, 1 Back and a Nero harness they may count themselves as Cult Mechanicus and a concept not a Human/Mortal

Head Augmetics

You may have up to 4 Head Augmetics .

Adamantine Skull

Prerequisits: Human, Astartes, Cult Mechanicus
Effect: You become immune to the effects of Stunned or Knocked unconssious by any means other then being reduced to 0HP .

Nero Harness

Prerequisits: Must have an Adamantine Skull or be Cult Mechanicus
Effect: You may now have an amount of nero upgrades equal to your Intel bonus .

Active Sensor Tracking

Prerequisits: Must have an Adamantine Skull or be Cult Mechanicus
Effect: Once per shortstop rest, when you are attacked you may as a chemical reaction make one attack with a weapon at that target. At degree 9 you can use this twice per long rest .

Intelligence Core

Prerequisits: Must have an Adamantine Skull or be Cult Mechanicus
Effect: permanently gain a +2 to you Intelligence .
Upgrade This may be taken up to 2 times staking the effects .

O2 Converter

Prerequisits: Human
Effect: You now have Water Breathing .

Evasion Matrix

Prerequisits: Must have an Adamantine Skull or be Cult Mechanicus
Effect: You may dodge as a bonus carry through .

Audio Filter

Prerequisits: Human, Astartes, Cult Mechanicus
Effect: Gain Resistance to Thunder Damage and advance advantage on roll against the defened condition .

Enhanced Night Vision

Prerequisits: Human, Astartes, Cult Mechanicus
Effect: Gain darkvision in a radius of 30ft and lowlight at 60 or add this to current darkvision

Sensory Array

Prerequisits: Must have an Adamantine Skull or be Cult Mechanicus
Effect: Gain blindsight in a radius of 15ft. At level 9 the radius becomes 30ft

Scryers Node

Prerequisits: Must have an Adamantine Skull or be Cult Mechanicus
Effect: Gain 10 reception magnetic disk located in a small compartment on your body and a telephone receiver in your heading. The magnetic disk are aabout the size of a dime and can be placed where required by either target or throwing or any alike action. Whilst placed, they constantly transmit all sounds up to 100ft and images within 50ft, following normal rules for vision and sound. deoxyadenosine monophosphate long as the telephone receiver is within 1000ft of the disk, these sounds and images can be viewed through the liquidator. At flush 9 the reception
phonograph record immediately have a range of sound at 200ft and vision at 100ft, the disk will transmit up to 2500ft to the liquidator. Discs may be upgraded to include darkvision, extended audio and imagination roll, truesight or any other if the DM has approved .

Reactive Eye shields

Prerequisits: Human, Astartes, Cult Mechanicus
Effect: Gain advantage on rolls against the Blinded circumstance and electric resistance to any wrong done because of looking at something, like intense light .

Retinal Targeters

Prerequisits: Human, Astartes, Cult Mechanicus
Effect: Gain a +1 bonus on all attacks and damage rolls with roll weapons and a + 1 to all the DC of roll weapons that use a DC .
Upgrade At level 10 and above you may take this again staking the effects .

Nero Augmetics (Maximum Varies)

You must be cult Mechanicus or have the Nero Harness Augmetic which is a Head Augmetic that allows you to have Nero Augmetics, See description .

Active Combat Protocols

Prerequisits: Nero Harness or be Cult Mechanicus
Effect: You may make one approach as a bonus military action on your turn .
Upgrade At grade 10 and above you may take this a second base time gaining a second attack on that bonus action .

Advanced Reflex Nodes

Prerequisits: Nero Harness or be Cult Mechanicus
Effect: Gain Advantage on acrobatics skill checks .

Precision Combat Module

Prerequisits: Nero Harness or be Cult Mechanicus
Effect: Gain a +1 wrong to all melee weapon attacks and price rolls .
Upgrade At level 10 and above you may take this again staking the effects .

Language Modulator

Prerequisits: Nero Harness or be Cult Mechanicus
Effect: Upon hearing a lyric, that you do not understand for at least a minute and succeeding on an Intelligence keep open give ( DC15 ) allows you to in full speak the language until your future inadequate or long rest. after reviewing a script that you do not understand for a minute and succeeding an news saving hold ( DC20 ) allows you to amply read and write in the handwriting until the next short or long rest. lone one saving throw per language/script can be made per long respite. If your roll, after modifiers, is 22 or higher, permanently learn the language or handwriting .

Situational awareness module

Prerequisits: Nero Harness or be Cult Mechanicus
Effect: Gain a +5 bonus to your passive perception, this is active even when perch .

Central Processor

Prerequisits: Nero Harness or be Cult Mechanicus
Effect: The duration of blinded, deafened, paralytic and stunned is halved for you and you have advantage on saving throws to end these conditions .

Memory Matrix

Prerequisits: Nero Harness or be Cult Mechanicus
Effect: You always know which room is north, the number of hours left ahead sunset or sunrise and can accurately recall anything you have seen or heard within the past month and learn one extra language of your choice .

Central Intelligence Core

Prerequisits: Nero Harness or be Cult Mechanicus
Effect: You learn 2 languages of your choice and proficiency in an extra skill .

Pain Responce Sypithizer

Prerequisits: Human, Astartes, Cult Mechanicus
Effect: Gain a damage reduction of 3 .
Upgrade At level 10 and above you may take this again staking the effects .

Turing Program

Prerequisits: Nero Harness or be Cult Mechanicus
Effect: You have advantage on checks made to detect the presence of secret doors or traps and on savings throws made to avoid or resist traps. In accession advance proficiency in 2 skills or tools of your option .

Univers Maniplator

Prerequisits: Nero Harness or be Cult Mechanicus
Effect: Gain the benefits of the “ Lucky ” feat but with only 1 luck period, at tied 10 you gain 1 more indicate and another at tied 20 .

Analysis Enhancement

Prerequisits: Nero Harness or be Cult Mechanicus
Effect: You can attempt to hide when you are lightly obscured and missing an attack from obscure does n’t reveal your position .

Facial Processing Unit

Prerequisits: Nero Harness or be Cult Mechanicus
Effect: You have advantage on saving throws to resist being Charmed or Frightened and profit proficiency in Persuasion and Intimidation .

Drama Matrix

Prerequisits: Nero Harness or be Cult Mechanicus
Effect: You gain the ability to mimic any language or fathom you have heard within the by week and profit proficiency in Deception and Performance checks .

Camaraderie Core

Prerequisits: Nero Harness or be Cult Mechanicus
Effect: Any allies who take a short or long rest with you gain temp shoot points adequate to half your level .

Satistics Generator

Prerequisits: Nero Harness or be Cult Mechanicus
Effect: permanently gain a +2 to you Wisdom .
Upgrade This may be taken up to 2 times staking the effects .

Cerebral Enhancement

Prerequisits: Nero Harness or be Cult Mechanicus
Effect: Gain a + 2 to all Intelligence Saves and skill checks made .
Upgrade At level 10 and above you may take this again staking the effects .

Will Enhancement

Prerequisits: Nero Harness or be Cult Mechanicus
Effect: Gain a + 2 to all Wisdom Saves and skill checks made .
Upgrade At level 10 and above you may take this again staking the effects .

Emotional Tracing Unit

Prerequisits: Nero Harness or be Cult Mechanicus
Effect: Gain a + 2 to all Charisma and skill checks Saves made .
Upgrade At level 10 and above you may take this again staking the effects .

Emotion Enhancement

Prerequisits: Nero Harness or be Cult Mechanicus
Effect: permanently gain a +2 to you Charisma .
Upgrade This may be taken up to 2 times staking the effects .

Chest Augmetics

You may have 2 Chest Augmetics

Adamantine Plate

Prerequisits: Human, Astartes, Cult Mechanicus
Effect: Gain +1 AC when in light or no armor .

Reactive Shield

Prerequisits: Human, Cult Mechanicus
Effect: As a reaction, when you are attacked, you can increase your AC by 5 for 1 minute. You can use this ability once per long rest .

Grappler Core

Prerequisits: Human, Cult Mechanicus
Effect: You gain advantage on attack rolls against a creature you are grappling .

Healing Matrix

Prerequisits: Human, Cult Mechanicus
Effect: Gain an built-in bring around kit with 4 charges per long rest. Each accusation can be used to mechanically stabilize a die creature or restore 1d6+4 murder points. A target can only be healed once per curtly or long rest with this healing kit out .

Focused Bionics

Prerequisits: ( Cult Mechanicus )
Effect: You may add your Proficiency bonus to you bionics healing ability .

Master worked Bionics

Prerequisits: ( Cult Mechanicus )
Effect: during battle you gain 1d4 Hp each orotund at level 10 this becomes 1d8 and a D10 at level 20 .

Endurence Core

Prerequisits: ( Human, Cult Mechanicus )
Effect: permanently gain a +2 to you Constitution to a soap of 20 .
Upgrade This may be taken up to 2 times staking the effects .

Back Augmetics

You may alone have 1 back Augmetic .

Adamantine Plate

Prerequisits: Human, Cult Mechanicus
Effect: Gain +1 AC when in light or no armor .

Intergrated Grav Chute

Prerequisits: ( Cult Mechanicus )
Effect: As a reaction while falling, this may be activated to slow descent travel rapidly to 10 ft per round or hover and remove falling damage. You can hover or control a fall for up to one hour. You can recharge the Grav-Chute ’ s solar battery by leaving it in sunlight for one hour. At level 9 you nobelium longer requires a chemical reaction to slow descent and remove falling damage .

Flanking Sensor

Prerequisits: ( Cult Mechanicus )
Effect: Enemies do not have advantage against you as a result of the help carry through, being unobserved, being flanked or other like effects .

Boosters

Prerequisits: ( Cult Mechanicus )
Effect: Gain a fly accelerate equal to movement accelerate. combination of physical materials and energy based projections. Must be activated as a bonus carry through before being able to use. After 5 rounds of constant use, they begin to overheat and prevent you Can vent as an action to remove the overheating impression. you may end this early as a bonus action. at level 10 you may vent as a bonus legal action. If you are in a Zero gravity enviorment you do not overheat .

Arm Augmetics

You may have 2 Augments on each arm .

Adamantine Plate:

Prerequisits: Must Have a Machine Arm or be Cult Mechanicus
Effect: Gain +1 AC when in lighter or no armor .
Upgrade This may be taken once per Arm staking the effects .

Enhanced Arm Servos

Prerequisits: Must Have a Machine Arm or be Cult Mechanicus
Effect: Gain 1D4 to damage rolls with melee weapons used by that branch .
Upgrade If you have this on both your left and right the bonus wrong becomes 2D4 with two-handed melee weapons .

Grapple Gun

Prerequisits: Must Have a Machine Arm or be Cult Mechanicus
Effect: Allows you to hide a one-handed retractable grappling pilfer inside your arm. This overcharge can attach to any surface and holds 60 feet of metallic cable. As a bonus legal action, you can attempt to attach the hook to any surface in range or reel the addict ( bringing you to the affiliated open ). The attachment can support your weight, for model enabling you to end your act on the ceiling .
You can attempt to grapple a animal using the hook. The target must make a Strength salvage throw ( DC = 10 + Strength changer + your proficiency bonus ) and can repeat this save at the beginning of each of their turns. The prey is grappled on a failed write and takes 1d8 pierce wrong. On a achiever, the target is not grappled and takes no damage. As bonus action, you can pull the target towards you or move to the prey whilst they are grappled. Requires and occupies one free-hand whilst wrestle and can not grapple creatures more than one size larger than you. At level 9 The cable is immediately 120ft long and clamshell damage is increased to 2d8 .

Arm Blade

Prerequisits: Must Have a Machine Arm or be Cult Mechanicus
Effect: Allows you to hide a one-handed, retractable blade inside your arm. It deals 1d10 + Strength modifier slashing price. No action is required to extend or retract the weapon. At floor 9 the Weapon now counts as +1 and charming .

Arm Club

Prerequisits: Must Have a Machine Arm or be Cult Mechanicus
Effect: Allows you to hide a one-handed, retractable club inside your branch. It deals 1d10 + Strength modifier club wrong. No military action is required to extend or retract the weapon. At tied 9 the weapon immediately counts as +1 and charming .

Arm Spike

Prerequisits: Must Have a Machine Arm or be Cult Mechanicus
Effect: Allows you to hide a one-handed, retractable Spike inside your arm. It deals 1d10 + Strength modifier pierce damage. No action is required to extend or retract the weapon. At level 9 the weapon now counts as +1 and charming .

Shock Stick

Prerequisits: Must Have a Machine Arm or be Cult Mechanicus
Effect: Allows you to hide a one-handed, retractable Tazer stick inside your arm. It deals 1d10 + Inteligence modifier lightning damage. No action is required to extend or retract the weapon. At level 9 the weapon now counts as +1 and charming .

Net Launcher

Prerequisits: Must Have a Machine Arm or be Cult Mechanicus
Effect: Allows you to hide a retractable net launcher inside your arm. As an carry through, you can load a final into the net launcher. Extending and retracting the weapon requires a bonus action. the final requires a DC 15 Strength see to break or a 15 slashing damage. At floor 9 the net now require a DC 20 Strength check mark to break or 30 slash wrong to destroy .

Machine Arm (May have one per arm)

Prerequisits: Human, Astartes, Cult Mechanicus ,
Effect: permanently gain a +2 to your Strength to a soap of 20 .
Upgrade This may be taken once per arm, staking the effects .

Hand Augmetics

You may have 2 bridge player augmetics on each bridge player .

Adamantine Fists (Pair counts as 2 Slot)

Prerequisits: ( Human, Astartes, Cult Mechanicus )
Effect you gain Proficiency with unarmed attacks and the now deal 1d6 bludgeon damage

Fire Flux

Prerequisits: Must have Adamantine Fists or be Cult Mechanicus
Effect: Intergrated Hand flamer recharge on short rest .

Cryo Ray

Prerequisits: Must have Adamantine Fists or be Cult Mechanicus
Effect: Gain the ray of frost cantrip .

Tazer Gauntlet

Prerequisits: Must have Adamantine Fists or be Cult Mechanicus
Effect: Gain the shocking grip cantrip .

Plasma Blaster

Prerequisits: Must have Adamantine Fists or be Cult Mechanicus
Effect: acts as a plasma pistol .
Effect: Increase the damage of your disarm hit to 1d6 bludgeon damage. You may make an extra unarmed strike when you attack and hit with an weapon weapon. At level 9 your unarmed damage increased to 1d8 and you make two extra unarmed attacks .

Hydraulic Ram

Prerequisits: Must have Adamantine Fists or be Cult Mechanicus
Effect: May sacrifice damage die on each successful unarmed attack to push a aim. For each damage die sacrificed, push the target 10 foot backwards for a d4 or d6, 15ft for a d8 or a d10 or 20ft backwards for a d12 upwards. and continue attacking without using your drift accelerate. May not push a target over an edge. At level 9, If an enemy collides with a wall or hard surface after moving due to this, they take 1d4 price for each 10ft traveled. If they travel at least 30ft, they must make a Constitution save throw ( DC 8 + Constitution modifier + your proficiency bonus ) or be stunned for 1 round .

Energy Snare

Prerequisits: Must have Adamantine Fists or be Cult Mechanicus
Effect: When a ranged weapon attack hits you, you can use your reaction to activate the energy Sners and reduce the damage by 1d6 + your level. If you reduce the wrong to 0, the projectile disintegrates. At flush 9 The wrong is nowadays reduced by 2d6 + your level .

Articulated Phalangies

Prerequisits: Must have Adamantine Fists or be Cult Mechanicus
Effect: permanently gain a +2 to you Dexterity .
Upgrade This may be taken once per hand staking the effects .

Leg Augmetics

You may have a Maximum of 2 Leg augmetics on each leg ,

Adamantine Plate

Prerequisits: Must have a machine leg or be Cult Mechanicus
Effect: Gain +1 AC when in idle or no armor .
Upgrade This may be taken once per leg, staking the effects .

Enhanced leg Sevos (Pair counts as 2)

Prerequisits: Must have 2 machine legs or be Cult Mechanicus
Effect: Gain advantage on Athletics and Acrobatics skill checks when using your legs .

Anvanced Propulsion System (Pair counts as 2)

Prerequisits: Must have 2 machine legs or be Cult Mechanicus
Effect: Gain +5ft to apparent motion rush. Gain +5ft to jump distance, both upright and horizontal. At floor 10 you gain an extra +5ft to movement rush and jump distance .

Heavy support Tracks (Pair counts as 2)

Prerequisits: Cult Mechanicus can not be taken with a booster
Effect: You may ignore Heavy property

Machine leg (1 Per leg)

Prerequisits: Human, Astartes, Cult Mechanicus
Effect: permanently gain a +2 to your Strength to a maximum of 20 .
Upgrade This may be done once per leg, staking the effects .

Feat Augmentations

You may have 2 metrical foot augmetics

Displacement Pads (Pair Counts as 2 slots)

Prerequisits: ( Human, Cult Mechanicus )
Effect: Gain a climbing speed equal to your campaign speed. Climbing does not require extra motion. Gain the ability to walk on water or move across lightly, thin or constrict surfaces that would not normally bear your weight. Finishing your movement on such surfaces still imposes the normal conditions and a DC15 Dexterity saving throw is needed to avoid normal consequences. At level 9 you can now finish campaign on such surfaces without the normal consequences ( e.g. finish a turn standing on water ) .

Hydro Fins (Pair counts as 2 slots)

Prerequisits: ( Human, Cult Mechanicus )
Effect: Gain a float focal ratio peer to your bowel movement at level 9 profit a swimming focal ratio equal to your bowel movement travel rapidly x 2 .

Gravity Anchors (Pair counts as 2 slots)

Prerequisits: ( Human, Cult Mechanicus )
Can be activated as a bonus carry through, if this is done you may not be Knocked Prone, lifted off or pushed on a alloy surface When active reduce the character ’ second movement by 10ft, but allows him to move normally when in low or zero-gravity areas, provided there is a suitable metallic come on to walk upon .

Durmal/Exo Augmetics

You may have up to 6 Dermal/Exo Augmetics

Dermal/Exo Hardener

Prerequisits: Human, Cult Mechanicus
Effect: Gain resistance to slashing wrong .
Upgrade: You may take this twice gaining immunity rather .

Dermal/Exo Puncture Guard

Prerequisits: Human, Cult Mechanicus
Effect: Gain resistance to Piercing damage .
Upgrade: You may take this twice gaining immunity alternatively .

Absorbent Dermis/Exo skeleton

Prerequisits: Human, Cult Mechanicus
Effect: Gain resistance to Bludgeoning damage .
Upgrade: You may take this doubly gaining exemption alternatively .

Fire Retardant Dermis/Exo Skeleton

Prerequisits: Human, Cult Mechanicus
Effect: Gain resistance to Fire price .
Upgrade: You may take this twice gaining exemption alternatively .

Rubberized Dermis/Exo Skeleton

Prerequisits: Human, Cult Mechanicus
Effect: Gain resistance to Lightning damage .
Upgrade: You may take this doubly gaining immunity rather .

Thermo Reactive Dermis/Exo Skeleton

Prerequisits: Human, Cult Mechanicus
Effect: Gain resistance to Cold damage .
Upgrade: You may take this doubly gaining immunity alternatively .

Active Camouflage (Counts as 2 slots)

Prerequisits: Human, Cult Mechanicus
Effect: Gain advantage on all sight based stealth checks. If after modifiers, you roll a 20 or higher, treated as if inconspicuous and can not be detected by spy. if the character Charges, Runs, or makes an Attack action, the effect immediately ends. GM note : Because this Augmetic affects the character ‘s skin, it will merely have a minimal effect if they ‘re covered in invest or armor .

Anatomic Augmetics

You may have up to 3 Anatomic Augmetics

Nano-Fibres

Prerequisits: Human, Cult Mechanicus
Effect: You gain +5ft movement, Climbing no longer costs extra movement and standing up from being prone entirely uses 5 feet of motion .

Juggernaut Plating

Prerequisits: Cult Mechanicus
Effect: Your Strength score increases by 1. If you take the dash action on your go and engage a target, you may use your bonus military action to either push the target 10ft for big targets and 15ft for medium in the direction you are traveling, if they are pushed of an edge the the target makes a dex of military capability save DC 8 + your STR + Proficiency. if you dont push them you may make a individual attack against the target. If the approach connects, it deals an extra 1d4 wrong for each 15ft traveled .

Ligament Upgrades

Prerequisits: Human, Astartes, Cult Mechanicus
Effect: +5 bonus to initiative .
Upgrade At level 10 and above you may take this again staking the effects .

Hyper Drive Field

Prerequisits: Cult Mechanicus
Effect: When you hit a aim in melee with an attack, you may use your reaction to move instantaneously. You can move 5ft in any direction without provoking an attack of opportunity. You may besides use this ability to move the target 5ft in a commission of your choice. They make a Constitution s