Remove these ads. Join the Worldbuilders Guild

Tech Marine

You are a member of the Broken Legion, unfamiliar with the Arcane Magic of The Broken Realms, and in turn you rely on your advanced technology and tactics in order to defend yourself from attackers.
hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 + your Constitution modifier for each level after the 1st
armor proficiencies: Light Armor, Medium Armor, Heavy Armor, Shields
weapon proficiencies: Simple Future Weapons, Martial Future Weapons, Simple Firearms, Martial Firearms
tools: Tinker's tools
saving throws: Dexterity, Intelligence
skills: Choose two from Acrobatics, Athletics, Intimidation, Medicine, Perception, Sleight of Hand, Survival
starting equipment:
You start with the following items, plus anything provided by your background.

  • (a) chain mail or (b) leather armor, longbow, and 20 arrows

  • (a) a martial weapon and a shield or (b) two martial weapons

  • (a) a light crossbow and 20 bolts or (b) two handaxes

  • (a) a dungeoneer's pack or (b) an explorer's pack


Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
spellcasting:
class features:

Technological Affinity (1st)


At 1st level, your training has made you finely attuned to the powers of the Broken Legion's technology.
  • You ignore the loading property of all firearms
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls
  • You can use Dexterity to roll for damage instead of Strength with any future weapon regardless of modifier

Inner Cells (2nd)


At second level, you gain access to the technological power inside of you given to you as a Tech Marine. This power is represented as a number Inner Cells. Your Tech Marine level determines the number of Inner Cells you have, as shown in the Inner Cells column of the Tech Marine table. You can spend these points to fuel various Inner Cells features. You start knowing three such features: Weapon Charge, Body Repair, and Blinding Dash. You learn more Inner Cell features as you gain levels in this class.   When you spend an Inner Cell, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended power back into yourself. You must spend at least 30 minutes of the rest near an electric power source to regain your Inner Cell points.   Some of your Inner Cell features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:   Inner Cell save DC = 8 + your proficiency bonus + your Intelligence modifier   Weapon Charge. Immediately after you take the Attack action on your turn, you can spend up to 4 Inner Cells to deal extra lightning damage equal to 1d10 per Inner Cell spent.   Body Repair. You can spend up to 4 Inner Cells to heal you or an ally within 5 feet of you for 1d10 per Inner Cell spent.   Blinding Dash. You can spend up to 4 Inner Cells to move a distance equal to 30 feet per Inner Cell spent.

Marine Specialization (3rd)


When you reach 3rd level, you commit yourself to a marine specialization, chosen from the list of available specializations. Your specialization grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement (4th)


When you reach 4th 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't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may take a feat instead.

Extra Attack (5th)


Beginning at 5th level, you can attack twice, instead 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.

Ability Score Improvement (6th)


When you reach 6th 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't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may take a feat instead.

Marine Specialization Feature (7th)


At 7th level, you gain a feature granted by your Marine Specialization.

Ability Score Improvement (8th)


When you reach 8th 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't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may take a feat instead.

Inner Cell Improvement (9th)


When you reach level 9, the technology embedded within you grows more potent, and number of dice rolled for each Inner Cell ability increases to 2d10 instead of 1d10.

Marine Specialization Feature (10th)


At 10th level, you gain a feature granted by your Marine Specialization.

Extra Attack (11th)


At 11th level, you can attack three times whenever you take the Attack action on your turn.

Ability Score Improvement (12th)


When you reach 12th 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't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may take a feat instead.

Inner Cell Improvement (13th)


When you reach level 13, the technology within you gains new facets of power, and you gain 2 more ways to use your Inner Cells.   Replicate Arcana. You can spend up to 4 Inner Cells to cast any Wizard spell of a level equal to the number of Inner Cells spent.   Transmutational Technology. You can spend 1 extra Inner Cell when using the Weapon Charge ability to change the damage type from lightning to force.

Ability Score Improvement (14th)


When you reach 14th 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't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may take a feat instead.

Marine Specialization Feature (15th)


At 15th level, you gain a feature granted by your Marine Specialization.

Ability Score Improvement (16th)


When you reach 16th 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't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may take a feat instead.

Mind of Technology (17th)


At 17th level, the technology within you partially integrates itself with your very brain, providing you the following mental benefits:
  • You can no longer forget new information given to you after this point
  • You can now understand any language spoken to you, although you cannot read or write it unless proficient in it
  • You have advantage on Wisdom saving throws
  • You gain proficiency in Perception, Investigation, and Insight. If you already have proficiency in any of these, this bonus changes into expertise. If you already have expertise, nothing changes.

Marine Specialization (18th)


At 18th level, you gain a feature granted by your Marine Specialization.

Ability Score Improvement (19th)


When you reach 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't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may take a feat instead.

Self Supplying Power (20th)


At level 20, the technology within you completes its integration with your very being, and you effectively turn into an infinite battery. When you roll for initiative and have no Internal Cells remaining, you regain 4 Internal Cells. Additionally, when resting, you no longer need to spend any time near an electric power source to regain Internal Cells.
subclass options:

Sentinel (Tank):


You decide to specialize in the art of defending your allies from the slings and bolts of enemy fire.   3rd Level: When you take this class at 3rd level, the technology embedded within you begins to shape itself to suit the needs of a protector.   You gain resistance to thunder and lightning damage, which improves to immunity at 15th level.   7th Level: When you reach 7th level, your defensive technology begins to grant you extra passive abilities.   Enhanced Cover: Whenever you are within 5 feet of an ally, they gain a +2 bonus to AC and Dexterity saving throws.   10th Level: When you reach 10th level, your resistance to thunder and lightning damage upgrades to immunity to these forms of damage.   15th Level: When you reach 15th level, you may channel the defensive technology within you and give it external form.   Defense Transferring Shield: Once per Long Rest, you may touch an ally's armor or shield and give them a bonus to AC up to 10. For each point of AC you grant to your ally, you lose one AC. This does not require concentration, and lasts until you or your ally either voluntarily stops the bonus or falls unconscious.   18th Level: When you reach 18th level, you become a master of the art of defense.   You may now use your Defense Transferring Shield two times per Long Rest, and they may target two different allies at once.

Spec Ops (Ranged):


You decide to specialize in the art of reconnaissance and quick escape.   3rd Level: When you take this class at 3rd level, the technology embedded within you begins to shape itself to suit the needs of a commando.   You gain 10 feet of walking speed and gain a swimming and climbing speed if you do not already have one.   7th Level: When you reach 7th level, your scouting technology begins to grant you extra passive abilities.   Enhanced Sight: You gain 10 feet of True Sight.   10th Level: When you reach 10th level, your walking speed increases by another 10 feet, as well as your swimming and climbing speed.   15th Level: When you reach 15th level, you may channel your commando technology into any firearm you wish.   Perfect Shot: Once per Long Rest, you may touch a piece of ammunition and give it the Ammunition of Slaying property for any species you choose.   18th Level: When you reach 18th level, you become an unrivaled commando and gain full mastery over your technology.   You may use Perfect Shot twice per Long Rest instead of once.

Infantry (Melee):


You decide to specialize in the art of hand-to-hand combat   3rd Level: When you take this class at 3rd level, the technology embedded within you begins to shape itself to suit the needs of a relentless warrior.   Your weapon attacks now score a critical hit on a roll of 19 or 20.   7th Level: When you reach 7th level, your combative technology begins to grant you extra passive abilities.   Enhanced Form: You can no longer be disarmed.   10th Level: When you reach 10th level, your critical hit improves further to score on an 18, 19, or 20.   15th Level: When you reach 15th level, you may channel the combative technology within you against your enemies.   Powerful Strike: Once per Long Rest, you can disarm an enemy creature with a successful attack.   18th Level: When you reach 18th level, you become a master of the art of combat.   You may use your Powerful Strike twice per Long Rest instead of once.

Created by

amNotNero.

Statblock Type

Class Features

Link/Embed