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Adeptus Astartes

"They shall be my finest warriors, these men who give of themselves to me. Like clay I shall mould them, and in the furnace of war forge them. They will be of iron will and steely muscle. In great armor shall I clad them and with the mightiest guns will they be armed. They will be untouched by plague or disease, no sickness will blight them. They will have tactics, strategies and machines so that no foe can best them in battle. They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines and they shall know no fear."   ~ The God Emperor of Mankind shortly after the 1st founding     The Space Marines or Adeptus Astartes are foremost amongst the defenders of humanity, 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 regime of genetic modification, psycho-conditioning and rigorous training. 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 Armor and wielding the most potent weapons known to Man, the Space Marines are terrifying foes and their devotion to the Emperor and the Imperium of Man is unyielding. Glorified in the legends and dogma of the imperial creed they are hailed throughout the countless world of imperial space as the Angles of Death.
hit dice: 1d10
hit points at 1st level: 10 + Con Mod
hit points at higher levels: 1d10 + Con Mod
armor proficiencies: Power Armor
weapon proficiencies: Simple Weapons / Imperial Weapons / Bolt Weapons
tools: None
saving throws: Str / Con
skills: Choose two from Athletics, History, Intimidation, Medicine, Religion, or Survival
starting equipment:
You start with the following equipment, in additon to any equipment granted by your background:
(a) a heavy bolter (b) a bolter (c) a chainsowrd
(b) scholar's pack (b) priest's pack
Mark VII Power Armor
3 Bolter Mags and a Plasteel Combat Knife
spellcasting:
class features:
The Black Carapace: The final surgery required to ascend a mere man to the likes of a demigod requires a subdermal implant to the nerve system. The Black Carapace allows a space marine to move in power armor as if it were weightless. At 1st level while wearing power armor you ignore its negative traits. (note this ability does not mitigate strength requirements of the armor and does not remove the disadvantage on stealth checks property of heavy armor.)   Transhuman Physiology: The torturous rituals you survived have broken you down to built you up stronger, but so much of your humanity was lost along the way. During character creation or when adopting your 1st level of Adeptus Astartes your Str score increases to 25, however for each point your Str was raised by this ability you lose on point in any stat of your choice. In addition if a feat or ability score improvement would cause one or more stats in increase the first stat increase is negated.   Combat Doctrine: At second level you gain a combat doctrine, representing a specific field of training for you martial wit. Choose from Tactical Doctrine, Devastator Doctrine or Assault Doctrine. 1 Tactical Doctrine: you routine bolter drills have given you unflinching aim. When firing a rapid fire weapon you may stabilize it with your bonus action, if you do attack with the weapon are not made at disadvantage. 2 Devastator Doctrine: You have learned the overpower combination of speed and relentless firepower provided by big guns. You ignore the rules restrictions for moving and firing a heavy weapon. 3 Assault Doctrine: Your skills in your chapter were with the blade, wading into melee as the ceramite hammer of the imperium. You may add half your proficiency bonus rounding down to melee attacks.   My Faith is My Shield: Space Marines are fueled by their devout subservience to the emperor, and will stop at nothing to protect the purity of his realm. You may use this ability once during your short rest to lower your corruption score by one, if your score drop below zero you lose any affect your corruption points may be bestowing.
subclass options:
Grey Knight: The warriors of the Ordo Malleus are the hunters of Daemons, slayer of the Nameless, and psykers beyond compare. Forged by the wrathful cold of Titan, and suffering through the indoctrination of psyco-surgery you have left behind your past humanity to become a implement of war. Incorruptible minds shielded by iron resolve and wielding psychic powers of ruinous portent the Grey Knights are called upon whenever the world of the Imperium are threatened by empyrean, where they serving as mighty beacons warding off the storms of warp. The Grey Knights are not just perfected warrior but also skilled researchers and lore masters, diligently upkeeping the vast reservoirs of psychic knowledge and daemonic instruments that must be shielded from the weaker minds of mere men.   Knights of Titan: When you choose this chapter heritage you gain proficiency in Occultism and have advantage on perception checks to detect the presence of Daemonic corruption and Int checks to recall information on Daemonic entities.   Masters of the Warp: At 3rd level you gain the ability to manifest psychic powers, and have studied the Dominus Discipline of the Grey Knight Brotherhoods. You gain the ability to cast spells and have a number of known spells, spell slots and known cantrips as indicated in the below tables, additionally you spell casting modifier is Int and if a spell requires a save it can be calculated as (8 + Int Mod + Prof).   Level || Cantrips || Spells || Spell Level   3rd || 2 || 2 || 1st   4th || 2 || 2 || 1st   5th || 2 || 2 || 1st   6th || 2 || 3 || 1st   7th || 2 || 3 || 2nd   8th || 2 || 3 || 2nd   9th || 2 || 4 || 2nd   10th || 3 || 4 || 2nd   11th || 3 || 4 || 2nd   12th || 3 || 5 || 2nd   13th || 3 || 5 || 3rd   Justicar: You have progressed through the brotherhood via deeds and renown, and been gifted secret only akin to trusted members. At 7th level once per turn you can ignore the one spell per turn restriction but gain double the Warp Charge of the spell (this does not modify the action or bonus action cost intrinsic to the spell).   Guarded Mind: The minds of Grey Knights are reinforced with countless wards and seals protecting foreign intrusion. Starting at 7th level, the first time you suffer Perils after taking a long rest you can prevent any damage you might take from it.   Names of Banishment: Countless names of the various malefic entities encountered by the Knights are recorded to weaken them when in the midst of combat. Starting at 10th level you can use this feature as an action to enter an intelligence contest with a Daemonic creature you can see. You have advantage on this roll if the enemy creatures CR is less than your current level, and if you succeeded you can impose vulnerability on all damage you inflict to the daemon for the next minute. If you fail on this contest you cannot repeat this action on the same creature for the next 24 hours.   Bulwark of Force: The warp bends reality, but to bend the warp mean you control reality. At 13th level you can use a bonus action to apply 3/4 cover to a number of creatures equal to your Int Mod and within 30ft. Using this feature increases your Warp Charge by the number of creatures you target with it (but does not require you to roll for Perils) and cannot be used more than 2 times before a short rest.
1st+2The Black Carapace, Transhuman Physiology
2nd+2Combat Doctrine, And They Shall Know No Fear
3rd+2Chapter Heritage
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3My Faith Is My Sheild
7th+3Chapter Heritage Feature
8th+3Ability Score Improvement
9th+4---
10th+4Chapter Heritage Feature
11th+4Extra Attack (2)
12th+4Ability Score Improvement
13th+5Chapter Heritage Feature

Created by

Joman5271.

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