Warhammer 40k 5E

by Killbodies0313

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Warhammer 40,000

This Book

This Compendium is to be used with the Official D&D 5E Players handbook, in this book you will find the Races, classes and backgrounds and more. This may be used for character creation in The 40k universe, Credits for this compendium go to Games workshop, Wizards of the coast, the lore and cannon is mainly taken from The 40k wikifandom/Wiki, i used J.K. Colyer, kenko6ux@yahoo.coms Enginer class and Devices for the tech priest, also some conversions of equipment type stuff from wrath and glory, deathwatch and Dark heresy. This book started as a D&D 40k homebrew mash up thing i 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 countless more hours of additions, here it is. Feel free to use these rules in your own games contact me in my discord channel.

The art is all random google searches i do not have the art credits to this book.

Races

Sapiens

The Human species (Homo sapiens), also 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 late 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 other forms of intelligent life.

Humanity is divided into a multitude of factions, either working for or against the overall interests of Mankind in its attempts to retain control over the galaxy and survive unscathed in an incredibly hostile universe.

However, the vast majority of humans live under the authoritarian rule of the interstellar empire known as the Imperium of Man.

Traits


Ability Scores and Increases. Use 27 point buy system, then two different ability scores of your choice each increase by 1, to a maximum of 20, alternatively you may instead add 1 to all six attributes.


Age. most sapiens reach adulthood in their late teens and live less than a century, often much less dependent on living standards.


Alignment: Sapiens tend toward no particular Alignment. The best and the worst are found among them.


Size: Your hight is dependent on Subrace.


Speed: Your base walking speed is based on your Subrace.


Languages: You can speak, read, and write Gothic and one extra language of your choice.


Subrace: The Sapiens are divided into ___ subraces, the Human, Augmetican, Arcane Born or Soulless, you must pick one.

Human

The Human is genetic baseline used to compare other types of Sapiens, Typical upright standing bipedal hominoids ranging in size shape and skin tone all usually dependent on it planetary origins.


Ability Score Adjustments Two different ability scores of your choice increase by 1 or one ability score of your choice increases by 2.


Size: Humans vary widely in height and build, from barely 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 30ft.


Adaptable Gain one feature of your choice.


Quick Learner. You gain proficiency in one skill of your choice.

Ratling

A Ratling (Homo sapiens minimus) is a member of a small, loud, hungry and lecherous Abhuman species. Ratlings are granted full Imperial citizenship despite their mutant status and in the past have often 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 knack for staying out of harm's way, this makes Ratlings formidable snipers who can exact a withering toll upon superior enemy forces. Inevitably, the Abhuman Ratlings face prejudice from the men they serve alongside, yet their skill as thieves, fences and black marketeers tends to win them acceptance. Indeed, Guardsmen who give the Ratlings too much grief will often find themselves mysteriously short of ammunition in the heat of battle, while their diminutive tormentors watch gleefully through telescopic sights.

Regardless of their small stature, and their questionable status as sanctioned aberrants, Ratlings have proven invaluable to the Imperium's armies time and again. They make exceptional forward scouts, and are able to move covertly into firing positions right under the nose of the enemy army. Only when the opening salvoes of battle have been loosed do they reveal themselves, announcing their presence with hails of precision shots that catch the enemy completely off-guard. The effectiveness of Ratling fire can often mislead the enemy into believing they face an entire platoon of Imperial Guardsmen, which in turn can draw large-scale assaults towards the snipers. With no hope of holding their own in close-quarters combat, Ratlings have perfected the art of hastily vacating their redoubts immediately after firing, scurrying away before securing a new vantage point from which to assassinate more of their assailants.

Though devious, duplicitous and morally dubious, Ratlings possess such unique talents that they will always find a place in the armies of the Imperium. Whether killing off enemy officers or procuring black-market amasec for their own, these adaptable Abhumans have certainly found their niche in the ranks of the Astra Militarum..


Ability Score Adjustments Increase your Dexterity by 4 and decrease your Strength by 2.


Size: Ratlings average about 3 feet tall and weigh about 40 pounds. Your size is Small.


Speed: Your base walking speed is 25ft.


Small Frame: Gain a +1 to your AC as long as your not wearing medium or heavy armor. Furthermore you can move through the space of any creature that is of a size larger than yours.


Light Footed gain: a +5 to all stealth checks you make.


Lucky Shot: When you roll a 1 on The D20 for an ranged Attack roll, you can re-roll the die and must use the new roll. This may be done a number of times Per long rest, equal your Wisdom Bonus.

Furthermore critical hits with ranged weapons Add one extra damage die.


Unwavering Sight: You will never have negatives such as disadvantage to Preception Skill checks unless blinded completely.

Ogryn

The Ogryn (Homo sapiens gigantus) are a huge and physically powerful Abhuman mutant subspecies of humanity, often employed by the Imperium of Man as shock troopers in the Astra Militarum's Militarum Auxilla. Ogryns possess many traits prized by the Imperium; they are brutally strong and completely loyal, although extremely limited intellectually, which restricts their battlefield role to simple and direct assaults.

They hail from a series of cold and barren planets across the galaxy that possess 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 overwhelming physicality -- the brutish creatures stand around ten Terran feet tall and can shrug off wounds that would kill an Imperial Guardsman several times over. These qualities mean that Ogryns make exceptional shock troops, and are often deployed on the front lines of battle 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 reach is likely to see brief and violent service as an improvised club. Their heavily built Ripper Guns must also be fitted with burst limiters to stop the Ogryns from firing ceaselessly -- thirty solar seconds of noisy enjoyment can easily leave these Abhumans short of ammunition before a battle has even begun. Ogryns are easily confused, meaning they work best when given simple, straightforward missions, and their lack of personal hygiene borders on the criminal. However, once indoctrinated into the Imperial Creed they are doggedly loyal, and their strength and resilience make them a potent weapon.


Ability Score Adjustments Strength score increases by 4 and your Constitution score increases by 2 to a max of 20. Furthermore your Intelligence and Wisdom is decreases by 2.


Size: Ogryns grow really large and tall, being around 8'0. and between 300 and 450 pounds. Your size is large


Speed: Your base walking speed is 20ft.


Larger the most: You ignore the effects of the Massive parts and Mounted weapon Property.


Large Frame. The Ogyens large size gives it a - 2 Armor Class. Furthermore you may move through the space of any creature of sizes smaller then yours.


Strong and Angry: Your size and strength 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 slashing, peircing, blungioning damage.


Its dark in dare: Before an orgyn moves into a space where it cannot 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 lighted space or a friendly creature within 5ft passes a Persuation or Deception skill check DC15 + half your Level. the DC for this is 10 + Half your level for any Guard Officers.

Squat

The Squats (Homo sapiens rotundus) were short, stocky and physically hardy Abhumans who were on average 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 closely resembled baseline humans. Squats were the descendants of baseline humans who had colonised the worlds around the galactic core in the far distant past. These worlds are some of the oldest in the galaxy, formed when the galaxy's structure had not yet 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 still serve in the Astra Militarum, hoping for revenge and to find a new beginning for the remnants of their race.

The Squats' ancestors were human colonists who reached the heavy-gravity mineral-rich worlds around the galactic core during the time of the initial expansion of humanity beyond Earth's own Solar System during the Dark Age of Technology, many millennia before the emergence of the Emperor of Mankind and the dawn of the Age of the Imperium. The colonisation came at the right time, as Old Earth's own mineral wealth had been largely depleted. The worlds at the galactic core were rich in rare and unique strategic minerals, but in terms of the existence of life they were barren and unsuited for human colonisaton. These worlds were dark and bleak planets. Their gravity was intense, usually two or three times that of the Earth. Their atmospheres were either thin or non-existent. Even those planets that did possess atmospheres were continuously blasted by tremendous 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 underground hydroponically-grown food. Due to the hostile nature of these worlds' surfaces, the colonists formed underground societies. During the long isolation of Mankind produced by the Warp Storms of the Age of Strife, the Squat race genetically adapted to their new homes, evolving or genetically engineering themselves to better suit their environment, becoming far tougher, more resilient and physically shorter with a denser 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 human science and technology without the constraints of religion and ritual, in contrast with the dogma-bound humans of the Adeptus Mechanicus who followed a very different path on Mars during the same period.

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 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 uncanny resemblance to those mythical 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 tracked vehicles such as the Land Train, Colossus, Leviathan, and Cyclops.


Ability Score Adjustments Strength and Constitution increase by 2 to a max of 20, and your Charisma decreases by 2.


Size: Squats stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.


Speed: Your base walking speed is 25 feet.


Darkvision: Accustomed to life Underground, you have superior vision in dark and dim Conditions. You can see in dim light within 100 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only 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 reduction equal to your Con bonus, this may not reduce damage to less then 1 point, this damage reduction is applied to each attack made against you.

Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: Artificers tools, Smith’s tools, brewer’s supplies, Tech tools or Mason’s tools.

Psykana

A Psyker is an individual with the genetic mutation which grants a Human being the ability to draw upon the psychic energy of the Immaterium has become increasingly common since the Neolithic Age. However, what is known is that Human psykers were only first mentioned in the historical record towards the end of the 22nd Millennium, making a sudden appearance on almost every Human-settled world within a relatively short span of time, not long before the onset of the Age of Strife.

This change was the harbinger of Mankind's slow evolution into a fully psychic species much like the Aeldari who will be more intelligent, more capable and ultimately more peaceful than Humanity is at present.

Unfortunately, this process has been quite uneven and even the most powerful Human psykers still have minds that have not developed to the point that they can touch the Warp with the level of control wielded by the Aeldari Farseers.

As such, because of this lack of mental development and Mankind's own still deeply flawed, covetous nature, most Human psykers always run a substantial risk of being possessed by the daemonic entities of the Warp and spreading the death and destruction of Chaos wherever they go.


Subrace addition: The Psykana is a base line Sapien usually see in humans but not unheard of in other Sapien Subraces, this beginning said when you pick this subrace you must pick Human, Rattling, Ogryn or Squat and gain the size, speed and other traits of that subrace as well as the below traits.


Psyker: You gain the Psyker gene, as described in the genetic modifications section of this book.


Warp Touched Trait: You gain 1 neutral Warp touched trait of your choice you must meet the prerequisites, See Warped touched traits in Chapter 4 (Spell Casting).

Pariah (Blank)

A psychic Blank, also 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 essentially soulless. Known also 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 especially strong connections to the Warp, and their souls thus appear as blazing brands to those who can see within the Immaterium, spiritual 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 aura's area of effect. A psyker standing within the Blank's range will find their powers weakened if not wholly nonfunctional. The Blank themselves is immune to all direct psychic effects. However, a psyker could still attack a Blank indirectly by using their abilities to telekinetically launch a projectile at them.

A Blank is the direct antithesis of Chaos as he or she possesses no presence within the Warp. Blanks are completely immune to daemonic possession and spiritual corruption by Chaos. Blanks can also interfere with the Tyranid Hive Mind's ability to telepathically link Tyranid bioforms through its synapse organisms. However, this interference is nowhere near as powerful 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 someone who possesses even a modicum of psychic ability can be quite painful or even lethal to the psyker, especially to psychically-sensitive beings such as the Aeldari. Even 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 extremely uncomfortable and uneasy in their presence.

People in the presence of an Untouchable will often harbour intensely hostile feelings towards the Blank for reasons that they cannot explain. As a result, most Pariahs do not live long as the feelings of hatred and distaste they generate among even non-psychic individuals means they have few friends and many enemies. The Soulless are very rare in the galaxy since perhaps only one person on an entire world will be a carrier of the mutation in every human generation. It is believed by some in the Adeptus Mechanicus that the genetic changes collectively called the Pariah Gene were deliberately engineered into the genomes of the ancestors of Mankind by the Necrons millions of standard years ago during the War in Heaven.

Blanks today 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 useful psychic shields and weapons against the witch and unsanctioned psykers. The Ordo Malleus finds Blanks to be superb living weapons against daemons. Additionally, every member of the Sisters of Silence, the Imperium's most effective anti-psyker military force, is a Null. On the Psyker Scale commonly employed by the Adeptus Astra Telepathica, Blanks occupy the nethermost levels, from Phi-plus to the extraordinarily rare Omega-minus level.

There are no known 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.


Subrace addition: The Pariah is a base line Sapien usually see in humans but not unheard of in other Sapien Subraces, this beginning said when you pick this subrace you must pick Human, Rattling, Ogryn or Squat and gain the size, speed and other traits of that subrace as well as the below traits.


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 equal to the piriahs level each round within the aura, 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 damage each round in the field.


-. -.

Astartes

The 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.

Astartes 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 man, 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 fear.

Traits


Ability Score See Sub Race


Age. Astartes can live indefinitly most Astartes die in a glorious fight against the Emperors enemies far before there genetically enhanced body would give way.


Alignment. Astartes sway more toward lawful 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 base walking speed is 30 feet.


Gender Bound. Astartes may only be males.


Larger then most. You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property


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


And they shall Know Fear. Astartes gain Advantage on any test made to resist the being Frightened or Routed.


Languages: You can speak, read, and write 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 Speech with words borrowed from other tongues: Orc curses, Aeldari expressions, Squat Rigger talk, and so on.


Genetic implants. The 19 implanted organs are very complicated, and because several of them only work properly or at all in the presence of other implants, the removal, mutation or failure of one organ can affect the precise functioning 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 process the Marine must undergo various forms of conditioning in order for the implanted 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 age. Phases 4 and 5 can be introduced at the same time, ideally between 12 and 14 years of age. Hypnotherapy normally begins at phase 6, ideally sometime 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 following series of organs are also 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 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 just 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 small, complex, tubular organ, the ossmodula secretes hormones that both affect the ossification of the skeleton 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 implant is first put in the subject's long bones will have increased in size and strength (along with most other 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, circular organ is inserted into the chest cavity and releases hormones that vastly increase muscle growth throughout the marine's body. It also serves to form the hormonal basis for many of the later 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 circulatory system, this tiny implant not only increases the haemoglobin content of the subject's blood, making it more efficient at carrying oxygen around the body and making the subject's blood a bright red, it also serves to monitor and control the 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 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 (white blood cells) in the blood and are carried to the site of the wound, whereupon contact with air they form a near instant patch of scar tissue, sealing any wounds the Space Marine may suffer, acting like platelets, only better.

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

Catalepsean Node Phase 6: Implanted into the back of the brain, this pea-sized organ influences the circadian rhythms of sleep and the body's response to sleep deprivation. If deprived of sleep, the catalepsean node cuts in. The node allows a Marine to sleep and remain awake at the same time by switching off areas of his brain sequentially. This process cannot 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 essentially a pre-stomach that can neutralise otherwise poisonous or indigestible foods. No actual digestion takes place in the preomnor, as it acts as a decontamination chamber placed before the natural stomach in the body's system and can be isolated from the rest of the digestive tract in order to contain particularly troublesome intake.

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

Omophagea Phase 8: This implant, also 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 nerve bundles are implanted connecting the spine and the stomach wall. Able to 'read' or absorb genetic material consumed by the marine, the omophagea transmits the gained information to the Marine's brain as a set of memories or experiences. It is the presence of this organ which has led to the various flesh-eating and blood-drinking rituals for which the Astartes are famous, as well as giving names to chapters such as the Blood Drinkers and Flesh Tearers. Over time, mutations in this implant have given some chapters unnatural craving for blood or flesh.

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

Multi-lung Phase 9: This additional lung activates when a Space Marine needs to breathe in low-oxygen or poisoned atmospheres, and even water. The natural lungs are closed off by a sphincter muscle associated with the multi-lung and the implanted organ takes over breathing operations. It also has highly efficient toxin dispersal 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 eye and the light-receptive retinal cells - the result being that Space Marines have far superior vision to normal humans, and can see in low-light conditions almost as well as in daylight.

  • 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 motion sickness, it also allows Space Marines to consciously filter out and enhance certain sounds. The Lyman's Ear completely replaces a Marine's original ear. It is externally 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 eventually merges with the recipient's entire brain. Ineffective without follow-up chemical therapy and training, but with sufficient training a Space Marine can use this implant to enter a state of suspended animation, consciously or as an automatic reaction to extreme trauma, keeping the Marine alive for years, even if he has suffered otherwise mortal wounds. Only the appropriate chemical therapy or auto-suggestion can revive a Marine from this state. The longest recorded period spent in suspended animation was undertaken by Brother Silas Err of the Dark Angels, who was revived after 567 years. This organ is also 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 darkening to compensate. It also 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 conjunction with the secondary heart this implant 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 usually renders the Marine unconscious while his blood is circulated at high speed. The organ's everyday function is to monitor the entire circulatory system and allow other organs to function effectively.

  • you 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 high degree that he can identify many common chemicals by taste alone. A Marine can even 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 substance that coats the skin and offers resistance to extreme heat and cold and can even provide some protection for the marine in a vacuum. This can only be activated by outside 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 way to the poison gland of venomous 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 blinding contact poison. The poison is also corrosive and can even burn away "strong" 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 other within the chest cavity. These glands are vitally important and represent the future of the Chapter, as the only way new gene-seed can be produced is by reproducing it within the bodies of the Marines themselves. This is the implant's only purpose. The glands absorb genetic material from the other implanted 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 plastic that is implanted directly beneath the skin of the Marine's torso in sheets. It hardens on the outside and sends invasive neural 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 surface. This allows a Space Marine to interface directly with his Power Armour. Without the Black Carapace many of the systems of the power armour will not function. While driving the vehicles of the Chapter, special spinal interface plugged into power armour 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 originally 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 Astartes to have a max dex bonus while Wearing power Armor, though you may not add your dex bonus to the AC.

Subrace: The Adeptus Astarties are divided into 4 subraces, the Astartes, Astartes Psykana, Primaris or Primaris Psykana, you must pick one.


Psyker Possibility: Regardless of what subrace you have chosen you may choose to be a psyker, if you do you gain the psyker gene as described in the genetic modifications section of this book.

Adeptus

The Astartes are physically stronger, far more resilient and often mentally far removed from the lot of most normal human beings. In the presence of the Astartes, most people feel a combination of awe and fear, and many cultures on the more primitive worlds simply worship them outright as demigods or angels of the God-Emperor made flesh.

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 little more than obstacles to a more efficient eradication of the Imperium's enemies.

Traits

Ability Score Increase. Adeptus Astartes have a set starting Stat line As follows STR, Dex and CON are 14, and Wisdom, Intelligence and Charisma are 12's


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.

Primaris

The Primaris Astartes are a new breed of transhuman warriors developed across the span of ten thousand standard years by Archmagos Dominus Belisarius Cawl. Their creation 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 genetic template of the original astartes 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 resilient, physically more powerful and possess faster reaction times than their original Astartes counterparts, now often referred to as the "Firstborn."

Primaris Astartes are also implanted with 22 rather 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 opening 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 solely of Primaris Marines.

Traits

Ability Score Increase. Primariss Astartes have a set starting Stat line As follows STR, Dex and CON are 16, and Wisdom, Intelligence and Charisma are 14's.


Size. Primaris are perfectly Muscular and tall, being around 10'0 and between 350 and 450 pounds, your size is large.


Large Frame. The Primaris's large size gives it a - 2 Armor Class. Furthermore you may move through the space of any creature of sizes smaller then yours.


Additional Genetic implants. In addition to the 18 genetic implants, the new line of Primaris Space Marines are given three additional implants that allow for their superior size and strength in addition to a greater level of genetic 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 regular 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 small thumbnail-sized lobe is inserted into the brain's core. The implant secretes hormones that increases the body's growth functions while also intensifying its advanced systems, especially for the ossmodula and biscopea. In truth, this implant 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 unknown 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 similar to combat stimms that also aid in regeneration. After activation, the gland will fall dormant again, taking some 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, also known in ancient times before the Horus Heresy as the Cult Mechanicum, is the set of religious beliefs that serves as the philosophical foundation of the Adeptus Mechanicus and its predecessor, 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 substantially in theology and ritualistic forms from the standard state religion known as the Imperial Cult that is dedicated to the God-Emperor of Mankind.

The religion of the Cult Mechanicus values knowledge and the technology it creates above all else and views the final embrace of technology in the form of a purely mechanical existence as the ultimate destiny for Mankind's evolution.

The Cult Mechanicus -- the religion of the Machine God -- is a complex and labyrinthine structure, a creed of secret rites and ceremonial processions that is never shared with outsiders. Within each Forge World the myriad ranks of Tech-priests vie for mastery in a world where only through the accumulation of technology and hoarded knowledge 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 service of the Omnissiah, altering their flesh 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 also necessary to ensure that a Tech-priest has the power to slay any that stand in the way of their sacred missions.

Despite the never-ending thirst for knowledge 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 yesteryear with rite, dogma and edict instead of true discernment and comprehension. Even the theoretically simple process of activating an engine is preceded by the application of ritual oils, the burning of sacred resins and the chanting of long and complex hymns.

Should mechanisms break down, as they often do in service to the Adeptus Mechanicus' war effort, a replacement must be found, or knowledge of how to repair the existing one must be learned. Across the galaxy, 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 knowledge 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 age and dose not age by any means though there part may become inoperable.


Alignment: Most Cult Mechanicus fallow a lawful path being a very cause driven path.


Size: Cult Mechanicus stand between 5 and 7 feet tall and average about 150 pounds. Your size is Medium.


Speed: Your base walking speed is 30 feet.


Darkvision: Your robotic eyes are suited for minimum light. You can see in the dark up to 50ft and dimlight up to 100ft.


Non biological You do not need to eat drink and you do still need to shut down each night for 4 hours. Potions and magical healing 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 modifier.


Bionics As long as you have at least 1 HP you gain 1 Hp at the start of each round of combat. 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 max that you could roll.


Tool Proficiency: You gain proficiency with the artisan’s 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 variant 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 cannot increase an ability score in the normal way as most of your living flesh has been replaced with robotics and Augmetations. Every time you get the Ability score increase feature, you instead craft and attach a augment to your Robotic body. Add one Cybernetic Augmentation to your body instead of benefiting from the "ability score improvement" feature.

Aeldari

As a humanoid race, Aeldari are physically very similar to Humans, although not entirely identical by any means. They possess longer and cleaner limbs, and fine ascetic features with penetrating and slightly slanted, almond-shaped eyes.

Their ears are also slightly pointed, but otherwise they could pass as Human at first glance. The most obvious difference between Humans and Aeldari can only be seen when they move, for the movements of an Aeldari radiate a subtle 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 small objects.

The Aeldari mind, while similar in general to the Human psyche, is far more inclined towards emotional extremes. Because of this, Aeldari are more intelligent but also far more intense than Humans.

Although an Aeldari and a Human can both feel grief or joy, the Aeldari's experience is likely to be far more extreme.

This natural inclination towards emotional extremes is both a blessing and a curse to the Aeldari. On the positive side, it gives them an unparalleled appreciation of life and an unrivalled ability to express themselves through music and other creative endeavours.

A melody or gesture made with grace and skill can elicit an intensity of pleasure which is unimaginable to a Human.

But this potential for joy is paralleled by an equal capacity to feel despair, ambition and even hatred. Confronted by grief or other personal setbacks, an Aeldari suffers mental torments which far exceed the boundaries of Human anguish.

The extreme nature of their temperament makes it very important that the Aeldari maintain a measure of self-control at all times, for it is dangerously easy for them to become entranced by and ultimately dependent upon the experiences that their culture offers them.

They must learn to control the darker side of their natures, which is no less an essential portion of the Aeldari psyche and the source of the catastrophe that nearly caused their extinction.

Traits


Ability Score Increases/decreases. Use 27 point buy system. Then increase Dexterity by 2 to a max of 20.


Age. Although Aeldari reach physical maturity at about the same age as humans, the Aeldari understanding of adulthood goes beyond physical growth to encompass worldly experience. An Aeldari typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.


Alignment: Aeldari love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.


Size: Aeldari range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.


Speed: Your base walking speed is 40 feet.


Alien metabolisum: Gain advantage against resisting the poisoned condition and resistance aginst poison damage.

Furthermore you need only eat once a Week and drink once a day.


Darkvision: Accustomed to twilit forests and the darkness of the warp, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.


Meditation: Aeldari don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.


Alien reflexes Aeldari gain advantage on initiative rolls.


Languages: You can speak, read, and write gothic and Aeldari. Aeldari is fluid, with subtle intonations and intricate grammar. Aeldari literature is rich and varied, and their songs and poems are famous among the Imperials.


Subrace: The Aeldari are divided into 2 subraces, the Asuryani or Drukhari, you must pick one.

Asuryani

The Asuryani are defined as a culture by their pursuit of the Asuryani Path. This philosophy teaches them how to balance their potent minds and pursue constructive goals rather than falling to the amoral pursuit 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 potential to become powerful psykers if they choose to pursue this path.

The Aeldari can use these innate abilities to shape matter, which lies at the foundation of their extraordinary command of technology.

Though highly advanced and feared across the galaxy, the Aeldari are still a dying people in the late 41st Millennium, a shadow of their former glory and their species teeters on the brink of final annihilation.


Ability Score Adjustments Increases Charisma by 2 to a maximum of 20 and Reduce Constitution by 2. Two different ability scores of your choice increase by 1 or one ability score of your choice increases by 2.


Psionic you gain the Psyker gene mutation as described in the Mutations section of this book.


Skill Proficiencies: Insight.

Drukhari

The Drukhari (Aeldarix malum) (pronounced Druh-KAR-ee) or "Dark Ones" in the Aeldari Lexicon, also known to outsiders as the Dark Eldar, are a forsaken and corrupt Aeldari kindred, the sadistic, malicious counterparts of the Asuryani. Like their cousins of the craftworlds, the Drukhari are an ancient and highly advanced alien race of fey humanoids.

The alternative term "Dark Eldar," or Eladrith Ynneas in the Aeldari tongue, was first coined by the Drukhari archon and Supreme Overlord of Commorragh Asdrubael Vect in the 32nd Millennium.

The Drukhari's armies, like their Craftworld Aeldari counterparts, usually have the advantages of mobility and advanced technology, though they are often lacking in resilience and numbers.

The Drukhari revel in piracy, enslavement and torture, and are sadistic in the extreme. Drukhari armies make use of various anti-gravity skimmers such as Raiders and Ravagers to launch high speed attacks.

They strike with little or no warning, using an interdimensional labyrinth known as the Webway to traverse the galaxy safely and far more quickly than most advanced starfaring species are able to with their Warp jumps.

The Drukhari are unique amongst the intelligent races of the Milky Way Galaxy because they do not live on a settled world or worlds, but rather the bulk of their population is concentrated in one foul city-state -- the Dark City of Commorragh -- that lies within the "ordered" Immaterium of the Aeldari Webway.

The Drukhari are mainly pirates and slavers who prey on targets across the galaxy to feed their unholy appetites for other sentient beings' souls, a terrible desire called "the Thirst," though they are sometimes used as mercenaries by other starfaring species.

The Drukhari are the living embodiments of all that is wanton and cruel in the Aeldari character. Highly intelligent and devious to the point of obsession, these piratical people revel in the physical and emotional pain of others, for feeding upon the psychic residue of suffering is the only way they can stave off the slow consumption by the Chaos God Slaanesh of their own souls.

The Drukhari, particularly their warrior castes, are tall, lithe, white-skinned humanoids. Their alabaster skin is death-like in its pallor, for there is no true life-giving sun within their dark realm to provide colour.

Their athletic bodies are defined by whipcord muscle, shaped and enhanced until they are physically stronger on average than their Craftworld Aeldari counterparts, as the Drukhari prize physical and martial prowess highly.

Yet for all their physical beauty by Human standards, the Drukhari are still repugnant monsters.

When viewed with the witch-sight of a psyker, the Drukhari's black souls are revealed, for they eternally thirst only for the psychic energy of the anguish and torment of other thinking beings in order to fill their own infinite emptiness.

Unlike their Craftworld Aeldari cousins, the Drukhari do not integrate their still-powerful latent psychic abilities into their culture, and indeed have a great disdain for psykers of any kind.

This is because for the Drukhari, the use of psychic abilities would only further draw the attention of "She Who Thirsts" (Slaanesh) upon them, and their souls are already at risk enough of being devoured by the Prince of Chaos.


Ability Score Adjustments Increases Dexterity by 2 to a maximum of 20 and Reduce Wisdom by 2.


Blade Artists: Each time you makes an attack with bladed a melee weapon, you score a critical hit on 1 less then you would normally.


Skill Proficiencies: Intimidate.

Orks / Greenskin

The Orks, also called greenskins, are a savage, warlike, green-skinned species of humanoids who possess physiological features of both animals and fungi who are spread all across the Milky Way Galaxy. They share many features with Warhammer Fantasy Orcs (and were initially called "Space Orcs" to distinguish them).

They are seen by their enemies (pretty much everyone else in the universe) as savage, violent, and crude, but they are the most successful species in the whole galaxy, outnumbering possibly every other intelligent starfaring species, even Humanity (with the very plausible exception of the Tyranids).

Greenskins are one of the most dangerous alien races to plague the galaxy. Numerous beyond belief and driven always to fight and conquer, the Orks threaten every single intelligent species of the galaxy.

Orks are possibly the most warlike aliens in the 41st Millennium, and their number is beyond counting. Amid constant, seething tides of battle and bloodshed, burgeoning Ork stellar empires rise and fall.

Mercifully most are short-lived, soon destroying themselves in a maelstrom of violence and internecine conflict, but should the Orks ever truly unify, they would crush all opposition.

Orks generate a potent psychic gestalt field that allows them to accomplish many feats of technological engineering that might otherwise seem impossible. At the same time, the power of this psychic field is directly proportional to the number of greenskins present in a given location.

The more Orks that gather, the more Orks are drawn to them, at the same time that the power and intelligence of the greenskins begins to grow with their numbers.

The Orks' unquenchable thirst for battle has always proved their downfall: historically, the Ork tribes have spent much of their time fighting amongst themselves, waging brutal wars with only the strongest surviving. On occasion, an Ork leader will emerge who is mighty enough to defeat his rivals and unite the warring tribes.

His success draws other tribes to him, and soon a great WAAAGH! is underway -- partly a migration, partly a holy war that can exterminate the populations of entire star systems.

When the Orks are on the rampage, the galaxy trembles, and in the Age of the Dark Imperium there are more WAAAGH!s rising than ever before recorded.

Traits


Ability Score Increases/decreases. Use 27 point buy system. Then increase Con by 2 to a max of 20.


Age. Orks reach adulthood in a week or so after they emerge from the fungal pod. Mercifully most are short-lived, soon destroying themselves in a maelstrom of violence and internecine conflict. The true length is unknown By the Imperium.


Alignment: Orks are generally a chaotic race usually in the chaotic neutral realm.


Size: Your hight is dependent on Subrace.


Speed: Your base walking speed is based on your Subrace.


Primal Intuition: You have proficiency in one of the following Skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.


Darkvision: Accustomed to twilit forests and the darkness of the warp, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.


Languages: You can speak but not read, and write gothic.


Subrace: The Orks are divided into 2 subraces, the Boy, Weird Boy or Gretchin, you must pick one.

Boy

Orks are green-skinned and red-blooded, a side effect of their symbiotic physiological and genetic relationship with fungi. Orkoid physique itself is so robust that it can withstand tremendous punishment.

Orks feel surprisingly little pain, even from the most grievous of wounds, enabling them to fight on whilst horrifically injured and even for a short while after being technically dead.

It is most fortunate for the Orks that they can withstand such brutal physical punishment, since their Painboyz operate on a generally nineteenth-century (ca. 800-900.M2) level of surgical knowledge; unlike Humans, though, Orks are quite capable of being beheaded, having the head sewn onto a different body, and surviving the experience to fight again.

It is believed by some who study these brutes, albeit from afar, that this goes some way to explaining the greenskins' ultra-violent sense of humour. As pain and fear mean little to them, they are highly curious and amused by the reactions of their weaker foes as they hack them apart, the screams of terror contrasting with a deep throaty rumbling that, on occasion, could be mistaken for laughter from the Orks and their snickering brethren.

The greenskin regenerative process itself is so powerful that an Ork who has been hacked to bits can simply be stitched back together, bewildered but ready to fight once more. Nothing but the most grievous wounds will put an Ork down for long, and burning them to ash is reputed to be the only way to make absolutely sure that they are gone for good.


Speed: The Boys speed is 30ft


Size: Boys vary widely in height and build, from the boy that are 6 to 8 ft tall to a Nob Being around 10 to 12ft tall. Regardless of your position in that range, your size is Medium, Though a Boy with the right might may grow as tall as 15ft in that case they are Large.


Ere we go: As a Bonus Action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.


Mob Rule. Boys have advantage on melee attack roll against a creature if at least 2 of the Krorc allies are within 5 ft. of the creature and the allies aren't incapacitated.


Might makes right. As a boy lives longer and essetially kills more and more the Phisicality starts to change the ork boy becomes a Nob and if they live long enough and crush enough Skulls they can be a Big boss one of the most brutal and cunning orks in a mass, that is not mentioning a Warboss. as you level you gain different abilities see below for the effects and what levels they happen at. you retain all effects from previous forms.

Level Type Attributes adjustments Size Added effects
1-5 Boy +2 Con to a maximum of 20 Medium Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Level Type Attributes adjustments Size Added effects
6-10 Nobb +2 Str to a maximum of 20 Medium Larger then most: You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.
11-15 Boss Nobb +2 Charisma and Strength to a maximum of 22 Medium -
16-20 Big Boss +2 Str, Con and Cha to a maximum of 22 Large Large Frame. The Primaris's large size gives it a - 2 Armor Class. Furthermore you may move through the space of any creature of sizes smaller then yours.

Weird Boy (Orc)

Weirdboyz are the most psychically attuned of all Orks. They are capable of vomiting blasts of Warp energy that can reduce foes to molten goop in seconds. Weirdboyz unconsciously channel the background mental emissions of nearby greenskins. Even a close-run squigeating contest between two rowdy Boyz will cause waves of energy to pulse through any Weirdboy that strays near. Unless the Weirdboy finds some way to release this pent-up energy his head will explode, detonating the heads of nearby Orks in the bargain, this can prove highly inconvenient.

Any Weirdboy lucky enough to reach maturity will have learned how to release his powers in a searing energy blast or destructive wave. Though this makes the Weirdboy feel fantastic, it can result in a messy death for anyone in his vicinity.

Some Weirdboyz, known as "Warpheads," become addicted to the thrill of spewing WAAAGH! energy, actively seeking out the deadly rush of battle. However, for most Weirdboyz the battlefield is a miserable and dangerous place. They must normally be dragged there by burly minders, pointed unceremoniously at the foe, and forced to spew mighty bolts of ectoplasmic energy in their general direction. This affords the Weirdboy a few moments of blissful relief before the whole process begins again.


Ability Score Adjustments: +2 Wisdom -2 charisma to a maximum 20.


Speed: The Weird Boys speed is 30ft


Size: Weird Boys are Nobbs, Being around 8 to 12ft tall. Regardless of your position in that range, your size is Medium.


Ere we go: As a Bonus Action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.


Mob Rule. Boys have advantage on melee attack roll against a creature if at least 2 of the ork's allies are within 5 ft. of the creature and the allies aren't incapacitated.


Weird Magic. You are a Born Arcane user, you gain the Innate Caster mutation, see mutations on Pg. ___. These spells can be taken from any of the following Disciplines Terramancy, Galamancy, Hydormancy, Cryomancy, Pyromancy, Electromancy, Floramancy, Faunamancy, Illudamancy, Shadomancy. You use your Wisdom for the Spell casting ability.


Nob: You gain the Powerful Build and Larger then most abilities as listed in the Boy subrace.

Gretchen / Grot

Although they possess a similar physiology to the Orks, Gretchin are not as strong or as tough as their larger brethren.

To compensate for this, the Gretchin possess an abundance of low cunning. Commonly known as "Grots" to the Orks, Gretchin are even more numerous than Orks. They scurry around the larger greenskins on scrawny legs, and their grasping fingers snatch and steal from the unwary.

Gretchin have large, bulbous heads and wide tattered ears that flatten against their bald pates when they are afraid (which is most of the time). Sharp fangs fill their jaws, ever-ready to be sunk into the flesh of the weak or infirm, and malice gleams in their eyes whenever there is an opportunity for violence.

The Grots' large and protruberant noses give them an excellent sense of smell, their ears afford them a similarly advanced sense of hearing, and their eyesight is acute even in the dark.

These traits, combined with a heightened instinct for self-preservation, mean that Gretchin can not only survive but even thrive in a society dominated by vicious predators.

Some Grots have their survival instinct honed to such a degree that they may possess a rudimentary sixth sense, or are naturally far more fortunate than they have any right to be.

The Grots improve their chances of survival further by exhibiting a fawning and obsequious nature to their Ork masters. Though braver Gretchin will pull faces and make rude gestures behind the backs of the bigger greenskins, few are stupid enough to risk doing so openly.

Grots are fast learners and quick to spot an opportunity, meaning that many wind up as assistants or servants to more important Orks like Mekboyz or Nobz. Others will simply attempt to stay out of the Orks' way, whole groups of Grots fashioning hideouts amid scrap piles or warrens of tunnels too constricted for Orks to squeeze their bulk down.


Ability Score Adjustments: +4 Dexterity to a maximum 20 -2 Constitution.


Speed: The Gretchens speed is 35ft


Size: The Grotling are dimunitive and small being around are 3 to 4 ft tall and weigh about 50 pounds. Regardless of your position in that range, your size is Small.


Sneaky Escape: You can take the Disengage or Hide action as a Bonus Action on each of your turns.


Grot Cunning: When you damage a creature with a melee or ranged Attack and the creature’s size is larger than yours, you can cause the Attack or spell to deal extra d4 damage to the creature.


Small Frame: Gain a +1 to your AC as long as your not wearing medium or heavy armor. Furthermore you can move through the space of any creature that is of a size larger than yours.

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 number to serve the Ruinous Powers of Chaos. space marines are the final guardians of Mankind, the saviours of last resort.

They were intended not to lead humanity, but to defend it, sometimes even from itself. At the heart of that mission lies the limitless compassion the Emperor extended to every man and woman 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 human weakness that has been purged from their superior transhuman bodies and minds. But the wisest of the Space Marines know that in the end, compassion is their only salvation.

Potential Space Marines are usually, but not always, recruited from the worlds where a Chapter has established its fortress-monastery, although some Chapters are known to recruit from a collection of different worlds in an area of space that they protect or frequent.

Recruiting methods vary from Chapter to Chapter. Some select their neophytes from feral tribes roaming the surface of inhospitable worlds, while others draw upon eager volunteers who have been groomed from birth to become an Astartes.

Still others watch and kidnap potential warriors, turning them into Astartes whether they will it or not. Whatever the method, all Space Marine Chapters will only accept those who successfully pass the grueling 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 forever stand apart from the people to whom he was once kin and who he is now sworn to protect. Once a man becomes a Space Marine, he is no longer mortal; his genetic heritage is now that of the Emperor Himself, and a spark of the same divine majesty flows in his veins.

There are approximately 1,000 Space Marine Chapters active in the Imperium of Man at any one time. Since the opening of the Great Rift, these Chapters have been comprised of a mixture of traditional Firstborn Space Marines and the even more enhanced Primaris Space Marines, or may contain only Primaris Marines.

A list of the most notable and well-known Chapters in the Imperium can be found here. This number has stayed relatively constant 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 exact and may fluctuate widely depending on the time period and the circumstances confronting the Imperium.


Prerequisites To be a Space Marine you must be the Astartes 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 following class 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: Light, Medium, Heavy, Power and Shields
  • Weapons: Simple and Martial weapons and Grenades plus Bolt, Power, Plasma, Melta, Flame, Grav weapons.
  • Saving Throws: Constitution, Wisdom

  • 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 level 10 you get to pick one more. You can’t take a combat Doctrine option more than once, even if you later get to choose again.

Ranged

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

Defense

You gain a + 1 bonus to AC.

Dueling

When you are wielding a weapon in one hand and nothing in the other, 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 attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

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

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

Mobility

You gain +5 ft movement

Wrath of the Emperor

Beginning at 1st level, as an astartes, you where raised to hate the foes of the emperor it is as much in you heart as it is in your blood, as a result, you may as a bonus action enter a state 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’t attacked a Hostile creature since your last turn or taken damage since then. You can also 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 training, you are able to recognize momentary weaknesses in your enemies’ defenses. Once per use of this feature, you can give yourself advantage on a single attack roll. You have a number of uses of this feature equal to half your intelligence modifier (rounded up) and all expended uses are regained after a short or long rest.

Resistance Training

Starting at 2nd level, through the use of extensive training, you have learned unique 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 saving throw, you can add half your Intelligence modifier rounded up in addition to any other modifiers on the saving throw.

At 10 level in this class you gain the Improved Resistance Training, this increases the bonus to your whole intellgence modifier instead of just half.

Battlefeild Roll

At 3rd level, you choose a Battlefeild roll that you strive to emulate, in addition you may have alter your physical form 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 choice grants you features at 3rd level and again at 7th, 11th, 15th, and at 20th level you get an Battlefeild roll master feature.

Ability Score Improvement

When you reach 4th level, 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’t increase an ability score above 20 using this feature.

Extra Attack

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 by when you reach 11th level in this class.

Greater Wrath

Beginning at 9th level, you may pick on of the below Upgrades to your Wrath of the emperor. At level 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 increasing the total number of uses to your intelligence modifier per short or long rest.

Death is the end to my Wrath

Beginning at 15th level, your Emperors Wrath is so true that it ends early only if you fall Unconscious or if you choose to end it.

Wrath Beyond Death

Beginning at 18th level, your honor fuels your rage and allows you to shrug off Mortal blows.

While you’re in a Warth, having 0 Hit Points doesn’t knock you Unconscious. You still 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’t die until your Wrath ends, and you die then only if you still have 0 Hit Points.

Battlefeild Roll

Different Space marines choose different approaches to executing their combat superiority on the battlefield in the name of there Emperor and the founding 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 engineer as well as a full Astartes Battle-Brother of his Chapter. They are fully initiated 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 engineering and study the liturgy of maintenance. This great body of lore must be committed to memory and understood by the novice Techmarine.

They are taught how to "feel" the pain of a damaged machine and heal it. When they come back they serve the same role in their Chapter as a Tech-priest Enginseer in the Astra Militarum. Without the passing on of such ancient lore, the Space Marines would eventually grind to a complete halt, unable to make war. Thus does every Chapter’s might hinge upon the esoteric knowledge of its Techmarines.

Every Space Marine Chapter sends a number of its warriors with a demonstrated 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 standard years, steeping themselves in rites of activation, maintenance and repair. Upon returning to their Chapter, they become custodians of the Chapter Armoury -- Space Marines of dual loyalties, pledged by blood to their Chapter, but bound 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 spite of their mysterious calling, Techmarines remain fierce warriors, and if a vehicle is lost, they will fight for its retrieval as stridently as their brethren would to recover any other fallen comrade.

The most senior Techmarine in a Chapter commands the Armoury and is known as the Master of the Forge. His knowledge of the arcane sciences has been refined over centuries and rivals that of the Tech-priests of Mars. In addition 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 need is great, he may even unleash the fury of these lost technologies upon the foe.

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 and the Mechanic Feature as described in the homebrew features of this book. At Level 11th you gain a second Manipulation Mechadendrite on your other shoulder.

Furthermore You also get a Construction Kit, The construction Kit has 2 parts this first is a Maintenance kit with 10 uses, the second part is Artificers Kit with 5 uses. You also gain the Maintenance Rituals Feature, See below

Maintenance Rituals: As an action you may expend one use 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 range. This increases by one d12 at levels 7, 11, 15 and 20. th DC increases by 5 each time you use this feature on the same Vehicle unless that vehicle has preformed a short rest. If you fail the Artificers tool check it still consumes a use of your Artificers Kit

Gifts of the Omnissiah

At 7th level you gain a retinue of Sevitors in an amount equal to half your Charisma Bonus (Round up). You may Pick any combination of The following Servitors, Combat, Gun or Monotask as described in the NCP minions section of this book. Discuss the cost and time required to acquire this construct with your DM.

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 number 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 level, you have learned to push your servo arms to their limits. Your unarmed strikes with your mechanical arms now use a D10 for their damage die, you have also discovered how to concentrate Force energy. Once per turn on a hit with one of your unarmed strikes you can choose to do an additional damage die if the target you hit is grappled by you. You also gain the ability, once per turn, to instead of dealing this additional bludgeoning damage, attempt to stun the target. On a successful unarmed strike, the target must roll a Constitution saving throw, on a failed save the target suffers the stunned condition.

You have a limited number of uses on the stun part of this feature, equal to 1/2 your Intelligence modifier (rounded up). All expended uses recharge after you have taken a short or long rest.

Servo Harness

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

Master of the forge

At 20th level you get the bonus damage die from your Crushing grasp feature on both of your unarmed attacks if they hit and you may use the stun a number of charges equal to your intelligence mod per short or long rest and You double any heal made with your Construct healing abilities.

Veteran

Veteran Marines are those Astartes in the Loyalist Space Marine Chapters who have gained considerable experience in the service of their Chapter and often serve in the Chapter's elite 1st Company which is comprised solely of Veteran Squads or as an elite corps or Command Squad within a Chapter's other companies.

Veteran Squads are exclusively a part 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 only approves the use of these variations but also 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 Strength or Dexterity Saves your choice.


Furthermore you become Proficient with all Thunder Hammer, Power/Chain Fist.

Veterans Traits

When you choose this roll 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 book.

Battle Hardened Veteran

At 7th level, you gain the the following 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 level. Once you use this feature, you must finish a short 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 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 moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or Long Rest before you can use it again.

Veterans Endurance

At 11th level, you gain a 2 Features or a set of Terminator Armor and one extra use of Indomitable ability

Veterans action

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

Master Veteran

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 surge or second wind per short rest or long rest, Your choice each day.

Apothecary

An Apothecary is a specialist Space Marine officer who possesses advanced biomedical and scientific training and who serves as a combat medic and research physician for his Chapter. An Apothecary's role in battle is to recover the gene-seed from slain Astartes and to tend to the wounded and maimed.

Outside of combat, Apothecaries are responsible for monitoring the Chapter's Neophytes for mutation 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 aid as well as advanced surgical techniques, cybernetics and bio-engineering.

The Apothecary must be as courageous as his fellow Space Marines if not more so, 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 medical aid and perform complex surgery -- cauterising, stitching, removing shrapnel, and more. Even severely injured Space Marines can fight again with the aid of the Narthecium.

Whereas Chaplains are charged with maintaining the spiritual health of the Space Marines in a Chapter, it is the Apothecaries' role to mind the physical well-being of their Battle-Brothers.

Several of a Space Marine's specialised organs can self-heal wounds that would kill a non-augmented man outright, but such functions take time, 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 seemingly mortal injuries so that he may return to battle within moments.

Not all injured Space Marines can be saved, however. Even when a wound is beyond healing, the Apothecary's duties are not done. He can calm the dying and speed them on their way by granting them the Emperor's Peace since the Narthecium also includes a special humane euthanasia device for this task, ironically called a Carnifex, that is a solid, spring-loaded piston of metal. This is applied to the sufferer's temple, its powerful spring hurling the piston through the Astartes' brain and killing him instantly.

Apothecaries are armed and armoured like the brethren they serve, and have undergone the same extensive combat training. Their priorities may be healing or extracting gene-seed, but they too are fully exposed to all the horrors of a battlefield, and every company of every Chapter tells tales of the extreme 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 attached Apothecary, and it is common practice to have several more that work in the Apothecarion, where they train Initiates and also ensure the Chapter gene-seed -- both in the gene-banks and in the Space Marines themselves -- remains genetically pure and free 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 influx of recruits to match the rate of those lost in constant battle.

A number of Chapters scattered across the Imperium have unusual cultures that can impact their Apothecaries' craft. Those who tend to the Iron Hands, for example, must be so 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 almost as much time on the battlefield claiming macabre relics from fallen brethren as they do healing the living, while the Apothecaries of the White Scars must learn to ply their trade within the transport bay of a hurtling, lurching, bouncing Rhino -- for the Chapter's hunt waits for no man.

When you choose this roll you gain Proficiency in Medicine, Chemistery Tools, Science, and Intelligence 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, containing implements specially designed for treating the Astartes' genetically-engineered physiology and for performing first aid without having to remove the patient's Power Armour.

It also comprises various counterseptics, skin patches, transfusions and other compounds engineered for the Space Marines’ physiology, and several stasis tubes for storing any recovered gene-seed taken from a dead Space Marine's Progenoid Glands.

In battle, an Apothecary carries a number of specialised items of equipment, integrating a variety of tools into his single, wrist-mounted Narthecium unit. The Apothecary may have crafted many of these tools himself according to his own needs.

He uses a high-powered laser scalpel or an adamantine-toothed chainsaw 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 pool of Healing points that replenishes when you take a Long Rest. With that pool, you may now use the healing Injection feature. You gain acsses to the Stabalizing You can restore a total number of Hit Points equal to your Imperial legionnaire level x 5.


Stabalizing Injection As an action, you can touch a creature and draw from the pool to restore a number of Hit Points to that creature, up to the maximum amount 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 of the following condition affecting it, Poisoned, Blinded, Deafened or Paralyzed. You can cure multiple Diseases and neutralize multiple Poisons with a single use of the injection, expending Hit Points separately for each one.

Furthermore you learn the spare the dieing cantrip and Your Natrthecium counts as a Chainsword and a laser scalpel. must be equipped to use any of its abilities.

Medical Training

At 3rd level Due to your meticulous study and training into the healing arts you can use your Intelligence modifier instead of your Wisdom modifier for Medicine checks. In addition you gain the Medic Feature as described in the Homebrew features section of this book.

Natrthecium Upgrade

At 7th level, you have modified your Natrthecium instrument to be able to Inject your allies with medical and alchemical concoctions to give them inhuman ability’s or restore their vigor.


You Learn a number of Biomancy cantrips equal to you intell bonus, if it should change and you take a long rest you adjust the number accordingly. During each long rest you may prepare your Natrthecium with a number of spells equal You to your intelligence modifier + your proficiency bonus These Spell may be Picked From Biomancy Discipline and may only be of 3rd level or lower, you always cast these spells at 3rd level with proficiency using your Intelligence as your Spell Bonus and all the spells will have a range of touch and 1 target. once a spell is used you must prepare it again during the next 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 biomancy spells of level 5 or lower now and you cast all spells at level 5. At level 15 you may Prepare Biomancy spell of level 7 of lower and you cast all spells a level 7.

Nero toxin dart

At 11th level, The Narthecium also contains a highly secret concoction of poisons that react swiftly with a Space Marine's biology, causing massive heart failure. Even the existence of these poisons is a secret known only to the Adeptus Astartes and high-ranking members of the Adeptus Terra.

As a bonus action you may make a ranged attack with a range of 30\60, if the attack hits, the target must make a constitution save DC equal to 8 + Proficiency + intelligence or be Poisoned and paralized, the creature will remain paralyzed and the tests will continue at the end of each of its turn until the test is passed or failed 5 times if the test. if the test is passed the individual is no longer stunned but remains poisoned for 1 min. 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 whole Intelligence bonus at level 15. you regain all uses of this after you have completed a long rest.

Restoratives

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

Master Apothecary

At 20th level You may prepare your Natrthecium with 4 additional spells per long rest.

Librabian

Librarians are the psykers of the Space Marines who survive an Adeptus Astartes Chapter's rigorous screening and training 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 also 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 often estranged from the other members of his Chapter. This is usually 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 various undertakings of their Chapter; however, their actual place in the order of battle is always with the Librarius in a Codex Astartes-compliant Chapter.

As the name suggests, the Librarius is a place within a Space Marine Chapter's fortress-monastery where the Chapter's vast knowledge base, gathered over millennia of hard-fought battles and participation in engagements the length and breadth of the galaxy, is stored.

Space Marine Librarians are generally 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 usually, but not always, the most venerable of his psyker brothers.

The Chapter's most potent battlefield psykers are the Epistolaries, each a hardened 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 eternally vigilant for the taint of mutation. Space Marine Chapters are, if anything, even more careful to ensure that their gene-seed is not polluted. Apothecaries rigorously screen potential recruits for any sign of genetic deviation, but not all mutation is physical. Psychic talent is a mutation too, and is at once the most dangerous and the most useful. The training of a Chapter's nascent psykers is one of the many responsibilities of the Librarius.

Few normal Space Marine recruits survive the rigorous training, enhancement and indoctrination required to join a Chapter. Amongst Librarians, the attrition is far worse. The aspirant must not only endure everything a normal recruit would, but also have a strong enough spirit to withstand the moulding of his mind.

A recruit must be taught how to hone and wield his powers, and how to protect himself from the Empyrean's innate hazards. A Librarian faces a thousand enemies before he even goes to war –- to the creatures of the Warp, his mind is a choice prize. Each day is a walk along a precipice, and a false step can see him tumble into madness.

If a recruit survives the rigorous testing, he joins the Librarius as a Lexicanium, rising through the ranks to become Codicier, Epistolary or perhaps even the Chapter's Chief Librarian. He will use his abilities to pierce the Warp and provide the means for interstellar communication, as 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 frailty of mind or spirit. A moment's weakness can unleash untold evils, and vigil must be kept against any wavering of purpose.

When you choose this roll you gain Proficiency in Warp, History, Perception and Intelligence 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 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.

Psychic Disciplines

Librarians focus on a limited number of Basic Disciplines equal to your Intelligence modifier, with the exception of Floramancy, Faunamancy, Necromancy and Imperialis Divinus. See Psychic Disciplines At the end of the classes section and background.

Cantrips

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

Power Slots.

The Librarian powers table shows how many power slots you have to cast your powers you have in your tomb 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 power shield and have a 1st-level and a 2nd-level power slot available, you can cast shield using either slot.

Spell Tomb: As you level your tomb gets more filled out through you constant study. A spell tomb has an amout of pages as listed in the Spell tomb pages column. Each spell in the tomb uses an amount of pages equal to the spell level. You may add spells to your tomb by spending an amount of Hours equal to the spells level writing it into your tomb, provided you have enough blank pages and another writing of the script. You may not inscribe powers more then one level greater then the highest spell 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 throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

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 of different Effects. You have 2 warp charges, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more warp charges than shown on the table for your level. You regain all spent Warp charges when you finish a Long Rest.

Warp Manipulation

At 3rd 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 manipulation section of this book. You gain another one at 7th, 11th, 15th and at level 20 you know all of them.

Warp Touched

At 3rd level, your time around warp energies you begin to develope a stronger bond with it, this can result in many different abilities. You gain 1 Warp touched trait of your choice. At levels 7, 11, 15, and 20 you gain one additional warp touched trait.

Charged Wrath

Starting at 7th level, whenever you enter your Emperors Wrath you gain temporary Warp charges Equal to your Warth bonus, this bonus goes up by a multiplier of 1 at levels 11, 15 and 20.


Furthermore you gain a Crux Terminatus as described in the Advanced gear section of this book.

Power Weave

Beginning at 11th level, a librarian has become used to weaving Psychic power with Martial Powers. When you take the attack action on your turn, you may use one of your additional attacks to instead cast a cantrip with a casting time of no more then 1 action.

Psychic Wrath

At 15th level, 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 knowledge of the warp is vast. You gain 20 additional 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 rest 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 interrogation or alternatively sabotaging equipment and supplies. Striking fast and hard, the Scouts usually accomplish their mission and leave before the enemy has the chance to respond.

The 10th Company of a Codex Astartes-compliant Space Marine Chapter usually consists entirely of Scout Squads along with the Chapter's force of equally reconnaissance-focused Vanguard Marines.

Each squad 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 number is shown on the right shoulder plate in white. Scouts do not show any company badge, colour or number. The 10th Company does not have a battle standard or a company banner.

Scouts are essentially Space Marines who wear a lighter version of the standard Space Marine Power Armour similar but not identical to Astra Militarum Carapace Armour. This Scout Armour is not as strong a defence as standard Power Armour but it is far less restrictive to movement and almost 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, infiltration and other subterfuge. They are rightly valued for their ability to strike deep behind enemy lines without being seen and for the resultant confusion and terror this can cause.

Scout Marines are physically the same as other Space Marines but in many Chapters the 10th Company has a vital role as a training battalion and new recruits are inducted into the Scout Company before graduating to the Battle and Reserve Companies of the Chapter. In other Chapters the individual companies have a responsibility for this training and the 10th Company includes many Astartes with solar decades of experience.

More lightly armed and armoured than their more experienced 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 force, their duties including infiltrating enemy positions and clearing the way for the Chapter's advance.

Operating deep within hostile territory, Scouts reconnoitre the enemy's movements, set ambushes for the unwary, sabotage supply lines and destroy communication centres in daring commando raids. Striking in silence, the Scouts' goal is to accomplish their mission and vanish before the enemy has the chance to retaliate.

When first inducted into a Space Marine Chapter, a Neophyte joins the ranks of the 10th Company as a Scout. He is placed under the tutelage of a Sergeant who will lead him on the field of battle and instruct him in what it truly 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 10th Company will a Scout be deemed ready to join the main ranks of Battle-Brothers as a full Initiate.

A new recruit 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 also learn the litanies of battle that fortify him and become skilled in wielding his wargear.

Not all recruits survive their training, for no quarter can be asked or given when forging humanity's finest warriors, but those that emerge are well prepared for their first taste of battle as a Space Marine Scout.

Throughout his service as a Scout, the recruit is instructed by his Sergeant, his actions guided, watched over and judged as he strikes the foe with Bolter and blade. The Scout will grow proficient with many other firearms, learning how to snipe the foe with long-range rifles and how to demolish enemy battle tanks with heavy 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 commonly employed but the most favoured armament is a Bolt Pistol and Combat Knife combination. Scout Sergeants invariably carry a Chainsword, which is almost as much a badge of their rank as a weapon. Scout Squads also have access to a number of different heavy weapons and one of the Scouts within the squad may be armed with a Heavy Bolter, Autocannon or Missile Launcher.

These are normally only used if the mission requires it. In most circumstances and missions the Scouts prefer to sacrifice firepower for stealth and speed. The whole squad will also usually carry grenades of which the most common types are Frag Grenades (wide area, fragmentation blast) or Krak Grenades (tightly focused, armour-piercing blast).

Other grenade types are occasionally used on special missions but are generally restricted to officers and squad leaders. Scout Squads are also 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 path at 3rd level, in the pursuit of ranged combat superiority speed and stealth, you use a combination of Training and your advanced genetics to augment your existing biological body, 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 strike ability see below, this replaces your sneak attack feat.

Lethal Strike: you know how to strike with deadly precision and exploit a foe's distraction. Once per turn, you can deal an extra 4d6 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.

You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.

At 11th level, 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, talk to your GM about how to acquire one ant how toy get one in yours is lost.

Uncanny reflexes

At 11th level you get uncanny 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 nimbly dodge out of the way of certain area Effects, such as a flame thrower or an Ice Storm Power. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Lightning Recovery

At 15th level, you have uncanny reflexes to recover a missed strike into a fluent Hit. If your Attack misses a target within range, you can turn the miss into a hit.

Once you use this feature, you can’t use it again until you finish a short or Long Rest.

Master scout

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

Chaplain

A Chaplain is a specialist officer 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 well-being of their fellow battle-brothers, instilling in them the values and beliefs of the Chapter and promote the veneration or in rarer cases the actual worship of the Emperor of Mankind.

Chaplains lead from the front as awe-inspiring warrior-priests, fighting wherever the foe is most fierce, leading their brethren and praising the Emperor through the destruction of His enemies. Rejoicing in the glorious act of war, Chaplains exhort their battle-brothers to ever greater deeds of bravery and devotion.

In battle, the Chaplains will be at the forefront of the Chapter's battlelines, rousing their fellow Space Marines through their words and actions. Their Power Armour is black and often incorporates Imperial skull iconography, most commonly in the form of a skull-shaped helmet. Most Chaplains wield a Power Weapon that takes the form of a mace and is called a Crozius Arcanum. They are also equipped with an Imperial holy 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 usually subordinate only to that of the Chapter Master himself, operate within the Chapter's command structure independent of any specific company.

A Chaplain is fanatically loyal to his Chapter and to the Emperor, and works to instill a similar devotion in his fellow Astartes.

Chaplains are the true spiritual leaders of a Space Marine Chapter. They are awe-inspiring warrior-priests who administer the rites, preserve the rituals and perform the ancient ceremonies of initiation, vindication and redemption that are as important to a Space Marine Chapter as its roll of honour or its skill at arms.

Chaplains are daunting figures even for other Space Marines to behold. Their Power Armour is jet black and adorned with icons of battle and tokens of ritual and mystery; their Skull Helms are death masks that evoke the stern visage of the immortal Emperor.

Every aspect of a Chaplain's garb serves to remind all who gaze upon him of mortality's impermanence and thus the importance of preserving the immortal soul. Beneath this stern cladding is a man no less grim of aspect and manner.

Chaplains are notoriously strict individuals. They are responsible for the spiritual and psychological well-being of their battle-brothers and renowned for their unwavering sense of duty. Through tenet, 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 trusted servants.

Every company in a Space Marine Chapter has its own Chaplain. He acts as a leader in both devotions and combat and is second only to the company captain in rank. A Chapter's Chaplains are also the keepers of the Reclusiam, a hallowed place overseen by the greatest and most veteran of their number, the Master of Sanctity.

The Reclusiam is the fortress-monastery's central shrine, where prayers and meditations are conducted. It is a place of great spiritual reverence, where the Chapter's battle standards hang from hallowed walls and the very stones echo with remembrance.

Here are kept the Chapter's most holy relics: fragments of armour, banners from times of legend, and the raiments of ancient heroes who long ago passed beyond mortal service. However, the Chaplains teach that the presence of a formal chapel is not necessary for a Space Marine; the fires of battle serve as their places of worship, the roar of Bolters and Chainswords their prayers and the righteous slaughter of their foes their truest 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 supremacy of the Ecclesiarchy.

Space Marine Chaplains care little for the ravings of the Ecclesiarch's priests and ignore the dictates of the Imperial Cult in favour 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 independent as they ever were in millennia past.

When war calls, a Chaplain takes the fight to wherever the conflict is fiercest. He leads from the fore, rejoicing in the righteous slaughter 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 battle staff that is both the symbol of his office and his chosen weapon of war.

Through his example and his devotion, the Chaplain exhorts his fellow battle-brothers to the pinnacle of their dedication, so that they might conquer with valour those most dire threats which would resist all else.

When you choose this roll you gain Proficiency in History, Religion, Insight and Charisma saves.


Furthermore you become Proficient with all Croziuz Arcanium, Thunder Hammer, Power Fist.

Spiritual Leader

Starting at 3rd level you gain two litanies of you choice.the use of these are described as well as may chosen These from the Divine Category in the Hymns, Litanies and Chants section of this book.

Furthermore at levels 7, 11, 15 and 20 you gain one more litany of your choice.

Channel Wrath

Starting at 7th level, you gain the ability to channel the emperors Wrath into fuel a few effect. When you are In a wrath you gain acsess 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 throw. If the creature fails its saving throw, it is Feared for 1 minute taking a new test at the end of each of its turns if the test is passed.

A Feared creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action 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 Symbol and Speak word of encouragement that can restore a number of Hit Points equal 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 point maximum. You can’t 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 number of Corruption points equal to half you level (Round up).


You must then finish a short or Long 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 level, you can use your Channel Wrath twice between rests, and beginning at 15th level, 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 or Long Rest, you regain your expended uses.


Furthermore you gain a Crux Terminatus as described in the Advanced gear section of this book.


Improved Channel Wrath

At 11th level, 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 throw against Your Fear of the Emperor feature, the creature is instantly 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 level.

Invigoration when you use your Rally channel ability you may heal a number of hit points equal to 10 times your level .

Exortic Cleans when you use your Exortic Channel that can restore a number of Corruption points equal to level.

Reclusiarch

Beginning at 15th level, you gain additional 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 number of times per long rest 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 commander is a senior Astartes or Primaris Space Marine 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 maelstrom of battle as members of their Chapter's elite 1st Company, or through their bloody and dedicated service in their own company prior to the death of their predecessor and their ascension to command.

As penultimate masters of the battlefield, commander are able to read its ebb and flow, and adjust their battlefield formations accordingly. Leading from the front, 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 trade of battle in the Emperor's name.

A Space Marine commander is a determined leader whose rank speaks of a past littered with beaten enemies. It is not enough for a commander to simply be a skilled fighter; he must also have a superhuman grasp of strategy 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 commander can appraise a war zone, see every threat and opportunity presented by the shifting lines of battle, and divine how victory can be assured.

Clad in their personalised heraldry, wielding ancient relic weapons, some of which date back to days of the Horus Heresy itself, Space Marine commander are amongst the most inspirational figures in the Imperium. Each is a skilled orator and strategic genius who leads his brothers to victory time and again.

A company's warriors obey their commander orders without question or hesitation, trusting in his many solar decades of experience to conduct them. The commander's guidance increases the value of his Battle-Brothers tenfold, and he justifies their faith in him with every command. A commander coordinates his warriors with deadly precision and inspires his followers to fight with a dedication and spirit that cannot 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 level, You Learn 2 Auras of your choice, chosen from the command auras in the Auras section of this book, Your command range is 10ft.

At levels 7, 11, 15 and 20, your Command range increases by 5ft to a total of 30ft.

Furthermore you gain a Crux Terminatus as described in the Advanced gear section of this book.

Captain

At 7th level You gain one additional Aura of your choice.

Furthermore you gain a Iron Halo as described in the Shield generators section of this book.

Commander of War

At 11th level, You gain one additional Aura of your choice.

Furthermore You may have 2 Active Auras applying both effects to those effected.

Inspirational Commander

By 15th level,

Chapter Master

At 20th level,

Devastator

A Devastator Marine is a fire support Firstborn Space Marine who serves among a Codex Astartes-compliant Space Marine Chapter's Devastator Squads. A Devastator Squad consists of a Sergeant and up to nine Battle-Brothers, of whom four are designated as heavy weapons support.

Their Sergeant will be a Space Marine who has received extra training to equip him for his leadership role. Devastator Sergeants are also 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 expertise means that a Sergeant can get the maximum tactical advantage from the weaponry he has at his disposal. Space Marines rely on the tactical acumen of individual Sergeants to avoid the need for complex command structures and communications networks.

The Space Marines in a Chapter's fire support squads have a vital role, for they provide covering fire to their battleline and close support brethren. This could be in the form of assassination of prime targets, counter-battery volleys, or the destruction of enemy armour.

By their target selection, marksmanship, and the timely application of firepower are countless battles won. As primarily long-range support units, Devastators provide their comrades with covering fire whilst also 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 only to advance, fall back or occupy a position with more commanding arcs 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 as 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 awesome weapons provide the squad with a host of potential deployments and tactical uses. Invariably, Devastator Squads are most commonly used to counter enemy armour or to penetrate defence points, and also to provide fire support for infantry advances or pin the enemy down with suppressive fire.

The other group contains Astartes new to the position of a full Battle-Brother. Upon promotion into a Devastator Squad, a Space Marine is initially issued with the standard Bolter and grenades with which he will grow ever more skilled throughout his service. His primary functions are to provide close-fire support, call out targets and generally act as backup for the more experienced Battle-Brothers who carry the squad's heavy weapons.

Only when the Space Marine has proven himself a steady and dependable warrior, able to hold a true aim and steady nerve in the black heart of battle, is he entrusted with a heavy weapon from the Chapter's arsenal.

Most Space Marine Chapters equip their Devastators with a mixture of heavy weaponry, as favoured by the Codex Astartes. This allows even a single Devastator Squad to better deal with any emergent threats and excel at several battlefield roles by the simple expedient of splitting into anti-tank and anti-infantry combat squads.

Even so, a few Space Marine Chapters have refined the role of their Devastator Squads, taking to the field solely with anti-tank or anti-infantry weapons to suit a recurring foe or engagement type.

Some of the Battle-Brothers in a Devastator Squad may have fought enough battles to earn Veteran status. These Marines may continue to serve with the Squad for a short time, but eventually 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 status.

In this way, 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 squad types. In addition to Heavy Bolters, Lascannons and Missile Launchers, Devastator Marines can also field more exotic 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 blast able to melt through even the toughest armour.

Missile Launchers wielded by Devastator Marines can fire two different kinds of missiles. Frag Missiles provide effective fire against enemy infantry, while Krak Missiles are more useful against armoured 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 ammo 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 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 number of time per short rest equal to you intelligence modifier

Immediate Action

Begining at 7th level, a number of times equal 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 rest. At level 15 you may use this a number of time equal to your whole intelligence.

Tank Hunter

At 11th level Gain the Omniscope Feature

Omniscope: 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 dice you rolled the highest on. this includes the dice rolled from this ability

Advanced Gunner

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

Master Devastator

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

Techmarine Gunner

The Thunderfire Cannon is a colossal, quad-barrelled artillery gun designed to excel in a static point defence role 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 enemy into oblivion. Only the brave or the foolish dare advance forwards in the face of such overwhelming firepower.

Space Marines task forces strike hard and fast, and a unit that cannot maintain a rapid advance swiftly becomes a liability. For this reason, most of their support 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 rule.

Mounted on rugged track units, Thunderfire Cannons can traverse almost any terrain to reach the optimum firing position. Though they can move under their own 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 too 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 artillery piece whilst calculating optimal firing trajectories.

The Techmarine manning a Thunderfire Cannon can set its shells to detonate in a variety of different ways, depending on the tactical situation.

Surface detonations are employed against numerous enemies in comparatively clear terrain, airburst shells are used to scour a foe from cover, and the Techmarine can even program the shells to burrow deep into the ground before detonating; though the force of the blast from such Tremor Shells is greatly reduced, the resulting shockwave is sufficient to leave the foe sprawling, making them easy 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 roll at 3rd level you gain one Manipulation Mechadendrite and the Mechanic Feature as described in the homebrew features of this book. At Level 11 you gain a second Manipulation Mechadendrite on your other 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 creature 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.

Gunner Controlled. Only a Techmarine Or a Techpreist may fire the Thunderfire Cannon. A Techmarine or tech 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).

Special: If the the gun 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 level you get a Construction Kit, The construction Kit has 2 parts this first is a Maintenance kit with 10 uses, the second part is Artificers Kit with 5 uses. You also gain the Blessings of Maintenance Feature, See below

Maintenance Rituals: As an action you may expend one use 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 range. This increases by one d12 at levels 7, 11, 15 and 20. th DC increases by 5 each time you use this feature on the same Vehicle unless that vehicle has preformed a short rest. If you fail the Artificers tool check it still consumes a use of your Artificers Kit

Servo Harness

At 11th level, you gain a Sevo Harness though you must sacrifice one of the servo arms for an Cannoneer Mechadendrite, allowing you to fire or reload your cannon as a bonus action.

Furthermore You may have you gun fire when you are up to 15ft from it.

Cannon Upgrade

At 15th level, Your Thunder shot does 6D4 damage of each type and now has the blast (20ft) instead of 10ft. Furthermore You craft an Auto loader on your cannon, it now Reloads as a free action.

Master Gunner

At 20th level you you may add Double you wrath damage on attacks with your Thunderfire Cannon.

Furthermore You may have you gun fire when you are up to 25ft from it.

Biker

A Space Marine Bike Squad is a close support tactical formation utilised by the Adeptus Astartes to serve a wide variety 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 armoured 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 role in which the White Scars, Iron Hands and Howling Griffons Bike Squads excel.

When expecting heavy resistance, Bike Squads incorporate Attack Bikes into their ranks. Fitted with an armoured sidecar and pintle-mounted heavy weapon, these vehicles strike down enemy war engines or massed infantry with ease.

So effective is this combination of firepower and speed that many Chapters field whole squadrons of Attack Bikes, using them as highly mobile fire 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 level, you are issued from the Vehicle bay a assault bike, refer to vehicle descriptions on Pg. ___ of this book for the rules and profiles for all vehicles.

Furthermore gain the following benefits when you are riding an Assault 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 level, because of you experience on an assault bike, gain the following benefits when you are riding an assault or attack bike.

  • 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 level you get an attack bike 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 level gain the following benefits when you are riding an assault or attack bike.

  • 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 level, your side car may have a multi-melta, replace the heavy bolter profile with a Multi-melta.

Assault Marine

An Assault Marine is a close support Firstborn Space Marine who is equipped with weapons that are specialised towards melee combat at close quarters and serves as part of an Assault Squad. The term Assault Marine refers to Imperial Space Marines equipped in such a manner; Chaos Space Marines have similar units called Chaos Raptors.

Assault Marines are powerful melee fighters able to best almost any opponent in the bloody close-quarters melee fighting that is such a common feature of warfare 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 rank of sergeant.

All of the Astartes in the squad excel at close quarters combat, have received additional specialist training and have become highly experienced 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 foe with little heed for personal danger. With turbo-engine impetus, Assault Squads slam into the enemy, sending foes sprawling from the skull-crunching force of their impact.

The Codex Astartes dictates that Assault Squads should be unleashed in the first wave of an attack, to strike hard and fast at weak points in the foe'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 target. Such tactics are far from subtle, but effective nonetheless -- though a foe who perceives this to be the extent of an Assault Squad's capability is woefully mistaken.

The Jump Pack is easily as dangerous as any weapon the Assault Marine carries, propelling its bearer into the heart of combat with the force of a hurtling meteorite. More importantly though, with a Jump Pack comes mobility, allowing the Assault Squad to redeploy quickly in a series of hard-hitting attacks, or even perform controlled low-altitude descents from Thunderhawk gunships.

Assault Squads draw some of the most brutal of all battle 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 enemy every time they deploy. Even if an Assault Squad is knee-deep in corpses and fighting for their lives, its Sergeant must be aware not only of his current situation, but also any imminent or potential developments that will leave his battle-brothers stranded in a sea of bloodthirsty foes.

Should this occur, only raw might and iron resolve will allow the Assault Marines to hack their way clear of the foe and claim victory. Likewise, should an enemy break and flee, it is the Assault Squad that is often 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 proficient in any of these you may pick one to have expertise in it.


Furthermore you become Proficient with all Thunder Hammer, Power/Chain Fist.

From the Skies

Starting at 3rd level you gain a jump pack that allows as described in the advanced gear section of this book.

Furthermore you gain a extra d6 to all melee damage rolls with Jump pack

Advanced Jump pack Training

Starting at 7th level you gain the Truster Evasion and Crushing decent features below.

Truster Evasion: your instinctive 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 instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Crushing Charge: On a turn you have moved more then 40ft with your Jump pack you may make one unarmed melee attack as a bonus action, you have proficentcy with it and it deals 2d10 + Strength bonus, bludgeoning damage. 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 air and make a chrushing charge you cause a small tremor, each creature within 10 ft 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 meteoric decent and Lightning Strike features below

Meteoric 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 movement 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 name 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 armoured 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 battle.

Robust and versatile, and able to resist the most hostile of environments, the Rhino has become the basic troop transport for Space Marine squads. It has also 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 new addition to the Imperium's arsenal. The Razorback replaces some of its transport capacity in order to mount a remote-controlled turret on top of the vehicle. The Razorback is usually armed with Twin-linked Heavy Bolters or Twin-linked Lascannons.

The Predator is the main 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 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 Dexterity saves. If you are already proficient in any of these you may pick one to have expertise 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 book for the rules and profiles for all vehicles. The Rhino's versatile design has allowed the development (mostly through the rediscovery of STC designs) of several variants, each fulfilling a different tactical role. 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 witch vehicle 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 gun, 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 vehicle bay.

Predator Upgrade

Beginning at 20th level, you may upgrade your Predator your turret to a Twin-linked las 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 honour of his company, his Chapter and the Emperor of Mankind Himself.

Usually the company's finest swordsman, a Company Champion engages the warlords and champions of the foe in single combat, leaving the company Captain free to conduct the wider battle, rather than engage in a series of personal combats.

Company Champions serve key 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 energised blade in each hand, this superlative duellist is ready to challenge any enemy leader to single combat in his commander's stead, and all his training is bent to this goal.

Such a singular display of martial superiority and devotion has been the salvation 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 or Dexterity Saves your choice.


Furthermore you become Proficient with all Champions Blade, Combat Shield.

Elite Swordsman

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. The rules and a list of maneuvers are shown in the maneuvers and superiority die section of this book.

Maneuvers. You learn a number of maneuvers of your choice equal to 1 plus your Intel bonus, as shown in specialist features on pg__, under Maneuvers. You learn one additional Maneuver at levels 7, 11, 15 and 20.

Superiority Dice. You Have a number of Superiority Dice equal to 1 plus your Dexterity bonus or strength, this must chosen when you gain this ability, the die type is as shown in specialist features on pg__, under Maneuvers. You gain one additional Superiority Dice at levels 7, 11, 15 and 20.

Company Champion

At 7th level, you gain the slatwart and the Defender abilities below.

Sentinel: Gain the sentinel feature.

Defense: As the Champion you are the face of your companies Defense, you cannot always be on the offense. You have to be an alert defender. You can Dodge as a bonus action.

Champions Wrath

Starting at 11th level, when you enter a wrath you gain your wrath bonus in extra superiority dice, 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 damage types with the exceptions of Force and Psychic while you are wearing armor.

Resolute: You have a strong 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 20th level, when you roll initiative and have no superiority dice remaining, you gain an amount of superiority dice equal to your Intelligence.

Chaos Space marine

Chaos Space Marines, also sometimes called Traitor Marines, Renegade Marines, or Heretic Astartes, are former Space Marines of the Imperium of Man who have chosen to abandon the service of the Emperor of Mankind and dedicate themselves to Chaos to achieve their own ends.

Such corrupt Astartes usually 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 just as its siren call leads many lesser men and women to their damnation.

During the Horus Heresy, the terrible Imperial civil war that pitted the battle-brothers of the 18 known 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 Ruinous Powers of Chaos.

Some Traitor Marines pledged their service to all four of the Dark Gods, a malevolent force known as Chaos Undivided, whilst others preferred to dedicate themselves to the worship of only one of the Ruinous Powers. The Traitor Legions were led by the Warmaster Horus, once a primarch of the Imperium and the Emperor's most trusted 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 also included the myriad daemons of the Warp, Human Traitors from the Imperial Army, the potent infantry and combat walker forces of the Dark Mechanicum and Chaos Cultists drawn from across the galaxy.

The flesh and power armour of Chaos Space Marines often warps and twists into new, darker and inhuman forms under the influence of the Warp energies they are exposed to as their shapes morph to embody the corrupted Astartes' new allegiance.

Chaos Space Marines fight for everything they were once forbidden to indulge in as the ascetic servants of the Emperor and the selfless 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 driving ambition and goal of every Chaos Space Marine.

All Heretic Astartes are ultimately united by this sheer hunger for power. At first, this desire is focused towards specific goals, but as time passes, it becomes a bone-deep obsession. Though the Dark Gods are given to rewarding their mortal followers for acts of carnage that further their divine cause, the gifts they bestow upon their favoured are fickle indeed.

A particularly extravagant slaughter might be rewarded with a blood-red aura that invigorates the supplicant, but it is just as likely the champion will find his arms being reshaped as axes of bone, or that he has the face of a slavering hound.

Eventually, the Chaos Space Marine seeks immortality, to ascend to such lofty heights of favour 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 following class 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 level 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 ranged weapons.

Defence

You gain a + 1 bonus to AC.

Dueling

When you are wielding a weapon in one hand and nothing in the other, 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 attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

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

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

Mobility

You gain +5 ft movement

Chaos Wrath

Beginning at 1st level, as an chaos marine, you have an Unbridled rage, as a result, you may as a bonus action enter a state of Wrath, gaining the below 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 if you are knocked Unconscious or if Your Turn ends and you haven’t attacked a Hostile creature since your last turn or taken damage since then. You can also end your Chaos Wrath on Your Turn as a Bonus Action.

Once you have used you Chaos Wrath the number of times shown for your Space Marine level 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 level, whenever you score a critical hit with a weapon attack against an Imperial target, you may perform an additional attack as a bonus action 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 level, Gain one Chaos mutation as described in the chaos mutations section of this book, you gain an additional Mutation 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 level you get an Battlefield roll master feature.

Ability Score Improvement

When you reach 4th level, 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’t increase an ability score above 20 using this feature.

Extra Attack

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 by when you reach 11th level in this class.

Greater Chaos Wrath

Beginning at 9th level, you may pick on of the below Upgrades to your Wrath of the emperor. At level 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 level whenever you score a critical hit with a weapon attack against an Imperial target, you may perform two additional attack as a bonus action with that weapon. This effect can only trigger from your standard attack actions. Furthermore you gain a +4 to all Melee attacks against Imperial Targets.

The Long War

Beginning at 15th level, Thousands of years of Hate bears it so Strong that your Chaos Wrath ends early only if you fall Unconscious or if you choose to end it.

Eternal Hate

Beginning at 18th level, your Hate fuels your rage and allows you to shrug off Mortal blows.

While you’re in a Chaos Warth, having 0 Hit Points doesn’t knock you Unconscious. You still 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’t 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 combat superiority on the battlefield in the name of there Emperor and the founding Chapter. The Battlefeild Roll you choose to emulate reflects your approach.

Warpsmith

A Warpsmith is a fallen Chaos Space Marine Techmarine who now serves the Ruinous Powers through the creation of daemonic war engines. As the master of the soul 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 unholy union of daemon and machine, ready to fight alongside the armies of Chaos.

Though each Warpsmith is an expert in battlefield repair and siege craft, his true calling lies in the soul forges of the Warp, especially those in the Eye of Terror. There, the spirits of captured Imperial machines are driven to madness as their physical forms are rebuilt into bestial and terrifying new shapes. Daemons are thrust into the cogs of giant, mechanoid birth-factories that crank out red-hot engines of destruction from their cabled wombs.

Acolytes of the Dark Mechanicum combine flesh, bone and steel with daemonic essence in ever more inventive and sickening ways. Presiding over this infernal industry are the Warpsmiths themselves pioneers of mechamorphosis, grim and silent as the grave save for the occasional barked order or spell of binding. When the time for conquest is finally at hand, entire armies of these growling battle engines stomp and soar into realspace the Warpsmiths' bitter ambition writ large and set loose 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 second Manipulation or ballistic 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 part is Artificers Kit with 5 uses. You also gain the Master of Mechanisms Feature, See below

Master of Mechanisms: As an action you may expend one use 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 range. This increases by one d12 at levels 7, 11, 15 and 20. th DC increases by 5 each time you use this feature on the same Vehicle unless that vehicle has preformed a short rest. If you fail the Artificers tool check it still consumes a use of your Artificers Kit

Attendant of the Soul Forge

At 7th level you gain you gain a retinue of Sevitors you may Pick an combination from The Pugnis, Gun, Monotask servitors as described in the NCP minions section of this book with the Addition of the benefits of the Deamon Chaos Mutation. Discuss the cost and time 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 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 complete.

At 7th level 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 demon Engine Rage ability Below.

Demon Engine Rage: as an action you may make one Vehicle within 30ft of you, gains the following benefits for a number of rounds Equal to You 1d4 + your Charisma bonus. you regain the use of this after you complete a long rest.

  • 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 level, 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 damage die from your Crushing grasp feature on both of your unarmed attacks if they hit and you may use the stun a number of charges equal 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 experienced and dedicated Chaos Space Marines are known as "Chosen." Even at a glance, it is obvious that they are favoured amongst the bitter brotherhood of Chaos, for their baroque armour is embellished with forbidden runes and their grimacing helmets give them the aspect of raging daemons.

Equipped with the finest wargear the warband can provide, the Chosen are even more hard-bitten and callous than other Chaos Space Marines, and think nothing of sacrificing the lives of their comrades to increase their own standing 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 army to launch surprise attacks on the opposition’s strongpoints.

Confident in the extreme, and contemptuous even of those that march to war alongside them, the Chosen bow only 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, deadly soldiers. Chosen often band together with other such veterans and may be defined as much by the wargear they wield and the tactics they prefer as their dedication to a particular Chaos God.

Both weapons and tactics can be extremely varied, from close 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 jaded Noise Marines of the Emperor's Children, and likewise their personalities vary wildly.

Some leap into battle with unrestrained savagery, trusting in their berserker rage to overwhelm their enemies, while others may rely on a methodical, stoic approach or even simple, practical sorceries and dark charms to win the day. However, many Chosen are professional and pragmatic. 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 roll 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 book.

Chosen Might

At 7th level, you gain the the following 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 level. Once you use this feature, you must finish a short 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 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 moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or Long Rest before you can use it again.

Chosen Endurance

At 11th level, you gain a 2 Feature or a set of Terminator Armor and one extra use of Indomitable ability

Chosen Action

At 15th level, 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 surge or second wind per short rest or long rest, Your choice each day.

Apothecary

However unlike their Loyalist counter-parts, Chaos Apothecaries are rare and not likely to serve one master. Instead they act as free agents who work with those who can afford their prices, though, they could also withhold their services from those they dislike. Warbands notably rely heavily upon Chaos Apothecaries to remain functioning as a fighting force, as they have the skills to patch up or create new 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 level, you gain a Medicae/Torture Mechadendrite as described in the Mechadendrite section of this book. At level 11 you gain another Medicae/Torture mechadendrite

Dark Alchemist

At 7th level, you now have Apothecarium ands a mobile alchemy instrument used to create horific alchemical 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 number accordingly. 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 level with proficiency using your Intelligence as your Spell Bonus. once a spell is used you must prepare it again during the next 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 level 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 genetic modification, but you may use any of the Mutations avalible and you may preform them on Astartes and Mortals.

Monster Juice

Starting at 15th level, You may as an action target one creature with in 5ft, the creature will become enraged, follow the rule for Primal rage class ability as describe in the Feral world savage class. Furthermore when they are raged if there is no enemy targets the raging creature must pass a wisdom save DC 15 or they attack the nearest creature to them. this rage cannot end untill the creature is reduced to 0 hp or Knocked unconcious

Master Apothecary

At 20th level You may prepare yourself with 4 additional spells per long rest.

Sorcerer

A Sorcerer or Chaos Sorcerer is the most powerful type of psyker found among the Chaos Space Marines and the other forces of Chaos.

Sorcerers serve the same role as Librarians do for Loyalist Space Marine Chapters and Sanctioned Psykers do for the Astra Militarum, though many powerful Sorcerers can also be considered psychically-gifted Champions of Chaos.

Instead 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 shape destiny itself with arcane rituals and unspeakable pacts forged with the malefic entities of the Empyrean. In truth, "sorcery" itself differs from other forms of psychic ability because it requires interacting and cutting deals for knowledge and/or power with the entities of the Warp in the pursuit of one's own selfish gain.

Through the knowledge 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 curse.

Because of their constant exposure to the power of Chaos, Sorcerers are inevitably haunted by the prospect of eventually succumbing to crippling mutation or insanity. Though they believe they are above mortal concerns, the truth is that they, too, are only pawns, raised up and then expended by the Dark Gods for their own amusement.

The line between wielding psychic power 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 battle, even the most capable psyker may overreach his abilities, and instead of recoiling in horror from the resultant carnage, he may feel a forbidden thrill. Such emotions are the first step on a path to limitless evil.

From that moment on, the psyker may endure honeyed 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 power of the Warp to its fullest extent, unconstrained by morality or consequences.

Sorcerers are forever driven to expand their influence and knowledge. They see themselves as having ascended; no longer hindered by blind loyalty to the Corpse-God of the Imperium, they become even more callous and inhuman than those who follow them.

Some are cold-hearted strategists who vent their hatred upon as much of the universe as possible; Ygethmor the Deceiver once orchestrated a doomsday cult that resulted in the depopulation of every inhabited world 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 hidden paths of the universe, unlocking the secrets of the ancients to better plunge the galaxy into the embrace of Chaos.

Regardless 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 bitterness manifests upon the battlefield as a palpable force; red-hot skulls hammer down from the skies, disease chokes the souls of those nearby, and men are turned into monsters in their wake.

The martial prowess 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 body of their victim.

The Thousand Sons Legion gave rise to the first Space Marine Sorcerers during the early days of the Great Crusade. Even before the Horus Heresy, the XV Legion of Magnus the Red had a thirst for knowledge of the Warp that proved impossible to slake, and ultimately proved their undoing.

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 knowledge about how to enhance and extend his psychic abilities and those of his Astartes.

Without even realising it, he struck a pact with the Chaos God Tzeentch that ultimately resulted in the damnation of himself and his Legion. Most of the Thousand Sons' number were ultimately reduced to unliving automatons by the Rubric of Ahriman, though the most psychically powerful among them were able to resist the unforeseen consequences of that grand 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 strength of their Rubricae bodyguards to that of the Black Legion.

When you choose this roll 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 same 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 pick up through experimentation 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 additional 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 also shows what the level of those slots are all of your Spell Slots are the same level. To cast one of your power of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest. You may not cast a spell of level 6 or higher more than once in a day.

For example, when you are 7th 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 table 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 power 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 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 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

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 instead 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 warp touched column. The list 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 touched trait.

Warp Charges

You have 2 warp charges, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more warp charges than shown on the table for your level. You regain all spent Warp charges when you finish a Long Rest.

Warp Manipulation

At 3rd level, 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.

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 level, a librarian has become used to weaving Psychic power with Martial Prowwes. When you take the attack action on your turn, you may use one of your additional attacks to instead cast a cantrip with a casting 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 level, your warp powers a unbridled and raw. You gain an additional 4 power slots per long rest but it must be used on spells of level 5 or lower.

Lord

A Chaos Lord is one of the most powerful of the Champions of Chaos who often serves as the commander of a Chaos Space Marine warband and the other forces of Chaos. A Chaos Lord is usually, though not always, a Heretic Astartes himself.

They are not necessarily those who rose through the ranks properly in a hierarchical fashion, but are often those most blessed by the Chaos Gods or simply the most powerful 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 Ruinous Powers to further their cause. Chaos Lords are so powerful as to be able to bind the other forces of Chaos to their will, although this often brings a dangerous position as advancement among the forces of Chaos is commonly achieved through the death or murder of another Chaos Lord or Champion.

Some Chaos Lords lead through brute strength, others through cunning and some are maniacs bent solely on self-aggrandisement. Others are true-believing worshipers of Chaos and possess a zealous dedication to the cause of the Dark Gods.

A Chaos Lord is ultimately always a tyrannical warrior-king who lives to bathe in the blood of worlds. He strives to bring whole star systems to their knees in the name of his patron deities. Typified by merciless ambition and fierce pride, many of these champions of disorder were once noble Chapter Masters and Captains of the Adeptus Astartes, but long 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 often as outlandish 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 invariably prefer to lead from the front. There, the visceral thrill of war is strong enough to eclipse any glimmering sense of betrayal they may feel as they rend their Loyalist brothers limb from limb.

Possessed of a wrath so intense it often clouds their vision, the Lords of Khorne lead by example. Each Chaos Lord is a looming brute in gore-stained armour. Many such lords retain their intellect and conqueror's instincts, but their blood-greed is so strong that, upon the battlefield, they could easily be mistaken for mindless savages. It matters little, for so frenzied are the warriors that follow them that they are lost to reason; for lord and follower alike, only the sight of blood holds sway.

Tzeentch grants his lordly devotees access to an almost limitless supply of sorcerous power. Such beings have a supernatural ability to outguess their foes. They often manifest arcane mutations such as haloes of dark flame, third eyes or crystalline bodies, whilst mystical auras protect them from harm, 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 sacs of putrid gas and rancid fat, and their sagging skin has the waxy pallor of a corpse, but their resistance to injury is legendary. These devout sons of Grandfather Nurgle revel in their foulness, leading Heretic and daemon alike to war.

Chaos Lords of Slaanesh are gifted with strange sensory organs and mood amplifiers that allow them to better savour the shocking stimuli of open warfare. The life of such a lord is a whirlwind of excess that inspires his followers anew with every battle. His mind reacts so swiftly that he can fight with blurring speed and dexterity in the pursuit of ever-greater sensation -- and the pleasure it brings.

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.

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 aura effects anything within 10ft centered on you. Any Chaos creatures you wish in the the range gains the aura effect you have active, you may only 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 total of 30ft.

Deadly Precision: Any Chaos creature you wish Within you command Aura range, may add your Charisma Modifier to any of there damage rolls from any source.

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 level you can empower your warband, you gain the All out battle and Wise lord command aura.

All out Battle: Any creature 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 aura.

Deadly Initiative: Any creature you wish Within your command Aura may add your Charisma Modifier to all of there Initiative checks.

Furthermore You may have 2 Active Auras, applying both effects.

Warlord

By 15th level, You gain the Wise Commander command aura.

Elite Team: Any creature you wish Within you command Aura range, has advantage on all there skill checks made.

Wise Master: Any chaos creatures you wish Within your command Aura has advantage on all ability Saves.

War Master

At 20th level, gain the All out War and War Master command aura.

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 command Aura may add 1 damage die to all Critical hist made.

Havoc

Chaos Space Marine Havocs are the Heretic Astartes variant of the Space Marine Devastator, heavy weapon specialists who are trained to annihilate the foe 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 heavy weapons and an Aspiring Champion of Chaos whos serves as the squad leader.

Such is the blood-pounding thrill of pouring heavy fire into the enemy ranks that many Havocs become obsessed by the power their weapons afford them. They see themselves as gods of the battlefield, blasting the insect vermin of the enemy into oblivion with each twitch 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 flesh, blood plasma becomes highly volatile, and ammunition hoppers become hungry second mouths that snap and growl for more bullets. Eventually, 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 ugliness in a Havoc's soul is made manifest in the flesh for all to see.

Havocs often employ Rhino armoured transports, allowing a Havoc Squad to speedily claim high ground or some other strategically important vantage point, from which they can decimate the enemy with their heavy weapons. A Chaos Rhino also allows Havocs to redeploy rapidly, should all their targets be destroyed or an enemy assault be imminent. In this way, the Havocs always stand ready to lend their supporting firepower to their corrupt brethren where the fighting is thickest.

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 ammo 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 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 number of time per short rest equal to you intelligence modifier

Immediate Action

Begining at 7th level, a number of times equal 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 rest. At level 15 you may use this a number of time equal to your whole intelligence.

Tank Destroyer

At 11th level 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 dice you rolled the highest on. this includes the dice rolled from this ability

Ancient Gunner

At 15th level you may now be issued a Multi-melta or a Las cannon from your Armory. and you Ignore the Heavy weapon Property with issued 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 roar of their bike'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 vile, dark Traitor Legions.

Well-armed and highly mobile, Chaos Biker squads are mounted on bladed bikes that are possessed of a sinister, mechanical sentience. Even amongst the Chaos Space Marines, their Biker squads have a reputation for cruelty. They are tireless in pursuit 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 metal steeds through the power of the Warp, balefire jetting from their exhausts and oil flowing in their veins.

Chaos Bikers are excellent for reconnaissance and launching deadly raids behind enemy lines. Like those of their Loyalist counterparts, Chaos Assault Bikes are rugged and well-suited to dense terrain, though they have often been twisted by Chaos into something far more unsettling than a simple machine. They are fitted with built-in Bolters that can be fired by the rider without him needing to relinquish control of his steed, and they are often 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 bike, refer to vehicle descriptions on Pg. ___ of this book for the rules and profiles for all vehicles.

Furthermore gain the following 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 level, because of you experience on an assault bike, gain the following benefits when you are riding an assault or attack bike.

  • 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 bike has its Hull Points multiplied by 2 and gains +2 AC.

Master Bike Tactics

At 15th level gain the following benefits when you are riding an assault or attack bike.

  • 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 level, as long as you on your bike you have advantage on attacks.

Raptor

Chaos Space Marine Raptors are the dedicated assault infantry of the Chaos Space Marine Traitor Legions. Raptors consider themselves to be elite shock troops similar to the warriors who comprise the Loyalist Space Marine Assault Squads, although they are far more egotistical and self-centred.

As Raptors are used to strike at the weakest point in an enemy line, this tactical usage has been expanded into an outright philosophy dedicated to the concept of preying on the weak, making them vicious hunters.

The cruel terror troops known as Raptors consider themselves the elite of the Heretic Astartes warbands. Their murder 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 lust for violence. They now roam the galaxy as merciless hunters, relishing the fear they cause as they plummet screaming out of the skies.

Within the Space Marine Legions of old, Jump Pack troops were relatively rare. Horus knew well the value of the surprise attack, and such was his military genius that the arrival of his Assault Marines was the turning point in dozens of critical battles.

They would be held in reserve until the enemy exposed a weakness in its battle line, whereupon entire Jump Pack companies would plunge into the fray, breaking the foe's defences wide open with Meltagun, Flamer, Bolt Pistol and chainsword.

Perhaps it was their habit of preying on lesser warriors that led to the slow corruption of the assault companies that sided with Horus. Over time, those of their number who ventured into the Eye of Terror grew to love the exhilaration of soaring through the skies a little too much.

They became addicted to the thrill of looking down upon the warriors beneath them, and as the rudimentary Machine Spirits of their Jump Packs also became corrupted, these corrupted warriors melded with their wargear until the power of true flight became theirs.

Now there are Raptors whose blood is high-octane fuel that runs through body and wargear alike, whose eyesight is so sharp they can pick out prey from several Terran miles distant, or who can strike from above with the force of a meteor.

The Chaos-tainted power armour of a Raptor reflects his predatory nature, usually mimicking the appearance of a vicious bird of prey or swooping Daemon.

Altered Vox-casters protrude from helmet and battle-plate, amplifying the raw hatred of their war cries and better enabling their wearers to terrify their enemies into submission before the final strike.

The Raptors' predilection for sadism and psychological warfare is a dark reflection of the Assault Marine's traditional role. Simple killing is no longer enough.

The Raptors want not only to tear apart their prey, but to instil terror in them beforehand -- they will go to great lengths to see their grovelling prey's face distorted with fear before the final blow is struck.

Wherever the Raptors prowl, ghostly voices and horrific threats are broadcast into enemy communications networks, the skies are haunted by daemonic faces, and evil shrieks echo through the night so that their sleep-deprived quarry is driven to the edge of madness.

Needless to say, the Night Lords, a Traitor Legion infamous for their terror tactics, attract a great many Raptors to their banner.

Raptors are seen as preening, self-indulgent egotists by many of their brethren, but their unquestionable skill in battle means that Champions of Chaos will gladly enlist them nonetheless.

There is no battle line or garrison that cannot be demoralised and subsequently shattered by a pack of Raptors. Only once the prey is at its most vulnerable will the Raptors take their grisly prize.

When you choose this Battlefield Roll you gain Proficiency in Acrobatics, Perception, Survival and Dextarity Saves. If you are already proficient in any of these you may pick one to have expertise in it.


Furthermore you become Proficient with all Thunder Hammer, Power/Chain Fist.

From the Skies

Starting at 3rd level you gain a jump pack that allows as described in the advanced gear section of this book.

Furthermore you gain a extra d6 to all melee damage rolls with Jump pack

Advanced Jump pack Tactics

Starting at 7th level you gain the Truster Evasion and Crushing decent features below.

Truster Evasion: your instinctive 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 instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Crushing Charge: On a turn you have moved more then 40ft with your Jump pack you may make one unarmed melee attack as a bonus action, you have proficiency with it and it deals 2d10 + Strength bonus, bludgeoning damage. 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 air and make a Crushing charge you cause a small tremor, each creature within 10 ft of you, including the target must make a strength save DC 8 + Proficiency + Strength or be Knocked Prone.

Master Jump pack Tactics

Starting at 15th level you gain the meteoric decent and Lightning Strike 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 movement and a bonus to all Dex saves and ability checks.

Exulted Raptor

Starting at 20th level you have an aura of destruction around you empowering Those around you to savagely attack in the name of the Emperor. Each creature Within 30ft of you gain 1D6 extra 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 mixture 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 innumerable ways, all of which are deemed blasphemous by the Adeptus Mechanicus.

The vast 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 usually have all of their Imperial iconography and symbols of allegiance defaced or removed. Many times the crew of the captured vehicle, whether they are alive or dead, will be attached to the hull of the vehicle, usually by chains, hooks, and spikes.

The Predator is the main battle 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 transport capacity 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 proficient in any of these you may pick one to have expertise in it.

Furthermore you become Proficient with all the Imperial Vehicle Weapons.

Ancient Vehicles 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.

Rhino Upgrade

Begining at 7th level, your Rhino now has a Havoc launcher mounted to the top it can be fired by a gunner that is full covered and out of sight 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 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 vehicle bay.

Predator Upgrade

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

Champion

A Champion of Chaos, also styled as a Chaos Champion, is an individual who has dedicated his or her life to further the cause of a particular patron Chaos God, or Chaos as a whole in the form of Chaos Undivided. He or she is either an extremely powerful warrior, such as a Chaos Space Marine, or a psychic Chaos Sorcerer.

Chaos is attractive for the simple reason that it offers enormous power to those willing to turn away from the light of the Emperor and dedicate themselves in body and soul to the Ruinous Powers.

For many who walk its dark path, it offers the only hope of betterment in a galaxy ruled by an often oppressive Human Imperium where opportunities for true happiness and advancement are the prerogatives of only a tiny, privileged minority, and where the only escape from literal starvation or persecution by an uncaring bureaucracy lies in the egalitarian favours of Chaos.

For unlike the Imperium of Man and so many of the other servants of Order in the galaxy, 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 only Chaos offers true justice to the peoples bound into the corrupt and dying realm ruled over by the Corpse Emperor.

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.

Skilled Warrior

When you choose this path of destruction at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. the list 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 superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Aspiring Champion

At 7th level, you gain the slatwart and the Defender abilities below.

Sentinel: gain the sentinel feature.

Defense: As the Champion you are the face of Defense, you cannot always be on the offense. You have to be alert as a sentinel. 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 die, 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 damage types with the exceptions of Force and Psychic while you are wearing armor.

Unbreakable: You have a strong body 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 initiative and have no superiority dice remaining, you gain an amount of superiority dice equal to your Intelligence.

Imperial Guard

The Astra Militarum, also 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 primary combat force and first line of defence from the myriad threats which threaten the existence of the human race in the late 41st Millennium. It is comprised of countless billions of men and women -- hundreds of thousands of different regiments, supported by a vast array of light and heavy armoured vehicles that provide the Guard's primary offensive punch. The Astra Militarum are usually the first Imperial force to respond to a threat if a world's Planetary Defence Force (PDF) fails to suppress it. They also garrison major locations of strategic or cultural interest to the Imperium and are often found in defensive roles. Supported by legions of heavy armour and thundering artillery, the Imperial Guard fight a never-ending war for the survival of Mankind in an unrelentingly hostile universe.

The Astra Militarum is often referred to as the "Hammer of the Emperor" -- the sheer amount of force that the Imperial Guard can bring to bear on the enemy is devastating, but is not as direct or as precise 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 taint in the ranks. However, it is worth noting that a number of worlds copy the uniform 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 main tactic of the Imperial Guard is to overwhelm the enemy with their endless numbers, while at the same time hammer them into submission with devastating artillery and crush them with powerful main battle tanks.

The origins of the Astra Militarum date back to the Great Crusade of the late 30th Millennium, when the Emperor of Mankind conquered the stars and forged the Imperium of Man. On the front line of this mission of expansion and reclamation were the Space Marine Legions -- the Adeptus Astartes -- the finest warriors humanity had ever created, each the equal of a dozen normal men. Despite their formidable battle prowess, the forces of the Space Marines were not limitless, and the relentless demands of building a galactic empire pushed the Legions further apart. Separated by countless thousands of light years, their presence became ever more scattered and dilute. The Emperor required more manpower 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 part of the expedition fleets sent out to claim the stars in the Emperor's name. Gargantuan numbers of brave troops -- millions growing to billions of men, ranks of armoured battle 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 wake of the Legions' assaults, utilised where the back of an enemy was broken and Compliance to the Imperium required only a watchful presence. Eventually, certainly by the time 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 galaxy was ripped asunder by the treachery of the Warmaster Horus, triggering a cataclysmic interstellar civil war that engulfed the newly founded Imperium.

In the aftermath of the Horus Heresy, the organisational structure of the forces of the Imperium were revised significantly. To prevent the possibility 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 direct control over interstellar warships. From its ashes were born the Imperial Navy and the Imperial Guard -- known officially 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 loyalty and discipline. The interdependence of the newly formed Imperial Guard ensured that, should a regiment turn against their oaths, they would not be able to spread their treachery beyond a single world, and should a Navy fleet mutiny then they would not have the ability to re-supply or deploy ground troops. The Imperium had learnt a painful lesson from the dark days of the Horus Heresy, one its rulers were determined never to repeat in the grim 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 guard you gain the following 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 level you trained in a particularly 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, desert, forest, grassland, mountain, swamp, Urban or the Underground. You gain the following benefits when traveling for an hour or more in your favored 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 studying, tracking and fighting a certain type of enemy commonly encountered in the war of mankind

Choose a type of Military target: Greenskin, Astartes, Deamon, Heratic Astartes, Beast, Monsrocity, Aelidari, tyranid, Tau, Monster, troop, elite, fast attack, Headquarters, heavy support,

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 target, as well 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 level.

Manuver Training

Starting at 3rd level, your quick thinking and agility allow you to move and act quickly. Pick one action from Dash, Disengage, or Hide action. that action only uses a bonus action to use from now on. you gain another pick at levels 9 and 17.

Ability Score Improvement

When you reach 4th level, 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’t increase an ability score above 20 using this feature.

Extra Attack

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 by when you reach 11th level 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 following, 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 expert in navigating the wilderness. Choose a second favored terrain. While in your favored terrain, either the one you already had or the one you gain from this feature, you gain the following 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 additional damage Die when they do. At 14th level, ranged attacks can now critically strike on a 18 and deal an additional 2 damage die.

Second Military target

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

Focus Fire

Starting at 10th level, when you hit an enemy with a ranged attack, you gain a +1 to hit on all subsequent attacks against that enemy, stacking up to 3 times.

This can stack this an additional round 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 position of command within the Guard's strictly regimented hierarchy. These true leaders of men and women are not recruited or designated. They are instead created by circumstance, indelible spirits tempered by loss and hardship upon the fields of war. The presence of a beloved regimental leader at the forefront can mean the difference between a unit standing firm or collapsing, the troopers fighting to emulate him or simply to protect him from the enemy's attentions. The downside is that, should such an exemplar fall, a regiment's morale might be drastically affected. For this reason, the regiment's commanding officers must balance the need to take advantage of the leadership figure's abilities with the risks of that individual being slain. Often, such unlooked-for leaders as are much a thorn in the sides of ranking officers as useful 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 role fate casts them in and go on to become legends that generations of recruits will admire.

Given the ubiquity of conflict in the galaxy of the late 41st Millennium, it is perhaps inevitable that leaders rise from the teeming masses, individuals seemingly blessed by the Emperor or the gods of war who are able to perform the most valorous 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 very epicentre of war. On the actions of such individuals entire battles often turn and they inevitably become beloved totems of everything their regiment and its homeworld hold dear. Some of these natural commanders remain known only to their immediate comrades, quietly 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, even awe, of those they serve alongside but reject any plaudits they might be offered. Such men and women seek only to serve Mankind and many are driven by a deep-seated need 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 way of life. These commanders are often entirely ignorant or apathetic of the fact that their name is known across entire warzones and spoken of by the Lord Marshals of entire Imperial campaigns. The names and images of some such paragons are used in Imperial propaganda, sometimes without their knowledge or consent, and reproduced dozens of feet

high accompanied by slogans extolling the masses to emulate this shining example. Invariably, the persona propagated in this manner is almost entirely false, idealised to such a degree that few would recognise the figure if they had met him in person. Still, there are


those who attain this status who can truly command the respect of those troops around them, living up to their own legend for inspirational leadership in spirit and deed.

When you choose this occupation you gain Proficiency in Intimidation, Persuasion, Deception and Charisma saves.


Furthermore you become Proficient with the following weapons Mortal Power fist and Mortal Lightning Claw.

Junior Officer

When you choose this path at 3rd level, you can give orders to bolster and impower your allies. You also gain the insperational Leader Feature as noted in the Features section of this book.

An order last a number of rounds equal to your Charisma bonus.


Orders As an action you may use one of the orders below. The order last for a number of rounds equal to your Charisma Bonus. You have a number of orders equal to your Proficiency bonus + Charisma modifier (a minimum of one). You regain any expended 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 max of 40ft.

Battle cry: You call out to all allied creatures within command range of you. turning there eye toward the enemy, creatures in range deal addition damage on all attacks and spells equal 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, equal to your charisma Bonus.

Hold the line: You speak out words of courage to all allied creatures within command range, allowing them to hold at all cost. creatures gain a bonus to AC equal to your Charisma modifier provided they did not move more than 10ft during its turn.

Fix Bayonets: You call out to all allied creatures within orders range, encouraging them to charge into the fight. Creatures within orders range gain the following effects until the end of there next turn, + 10ft 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 action this turn.

Harden Resolve: You call out to all allied creatures within orders range, encouraging them to stay in the fight. 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 as fast as they can, they may make one extra ranged attack when they use the attack action provided it was a ranged attack.

Command Squad

By 6th level, you are issued a command squad which consists of a number of NPC's equal to half your Charisma modifier rounded up this increases to you whole charisma Bonus at level 14, The squad may have 1 Medic, 1 voxman, 1 Standard Bearer, 1 veteran and any number of guardsman. Use the profiles in the NPC minions section of this book for the Stats. If a command squad member dies you can procure a new member within an amount 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 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 complete. the creature uses your Proficiency bonus when determining attacks and Skills.

Senior officer

At 9th level, 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 command range. They gain temporary hit points equal to your your inspiration die + your Charisma modifier (minimum 1).

Hardened Resolve: As an action you tell you allies to toughen up, When an allie within command range fails an ability saving throw, you can choose re roll it instead.

Bring it down: As an action, you can single out one target in line of sight of you. Until the start of your next turn, that target has disadvantage on all saving throws against all allied creatures within your command range of you and all allies have advantage on attacks against the target of bring it down.

Commissar

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


Commissar

Medium, 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 man, Standard Bearer, Veterans in your command squad gain advantage on all wisdom Saving throws. If a Guardsman, medics and vox becomes Frightened or Routed he is executed by the commissar but the rest of the command 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 power Sword stats.

Frag grenade (Rechage 5-6). 4 + Owners Proficiency to hit, Use Military grade Frag stats

Regimental Commander

At 18th level all Guardsman your command squad may now be Veterans.

Furthermore once per day, you may make an order last for until you use another Order 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 combat medics, fighting chirurgeons equally at home with a medi-kit as they are with a Lasgun. In battle, they stand shoulder-to-shoulder with their squad-mates, fighting with equal skill and fervour, and all the while patching, dosing, or administering the God-Emperor's Mercy to their brothers-in-arms.

When a regiment of Guardsmen is first tithed from a world, 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 combat, 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 medicine, not simply just to treat injuries and save wounded members of their squad, but to help alleviate the worries of many new recruits; with a Guardsman trained in medicine at their back, they feel safer from the inevitable death that awaits them on the battlefield.

The main difference between a Medic and a Field Chirurgeon in the Imperial Guard is typically the focus of expertise, though the two are hardly mutually exclusive. Most Medics aim to promote the long-term recovery 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 charge of all medical gear and supplies sent to their squad by the Departmento Munitorum. Whether they receive simple bandages to wrap around las-wounds, or sophisticated combat-drugs and surgery kits, Medics are the ones who are entrusted with using this equipment to keep their squad healthy and prepared for combat. Many combat patrols, operating behind enemy lines for months, have stayed alive only due to the medical expertise 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 second part is Truma Kit with 5 uses and you gain the Patch You Up ability below.

Patch You Up: As an action you may expend one use of the Truma Kit and Roll a Wisdom (Medicine) check DC. 15 if passed restore 1D10 + your Wisdom modifier hit points if test is failed only half is gained. This increases to 2D10 at 10th level and 3D10 at 20th level. The creature can’t regain hit points from this feature again until it finishes a short or long rest.

Furthermore you gain the Medic feature as described in the Homebrew features section of this book

Rgimental Medical Supply

Beginning at 6th level, your truma bag gains a third part that may hold 10 uses of your choice of the below Regimental Medical supply, You regain all medical supplies after you preform a long 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 point, 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 medical supply, you may add your wisdom bonus to the amount healed. You may also use the dash action as a bonus action if you use your action to heal a target during the same turn.

Regimental Medic

Beginning at 14th, Gain Expertise in wisdom (Medicine) checks and a field surgeons Bag, field surgeons bag Has 3 parts the first is an medi-pak with 15 uses, the second part is a Trama Bag with 10 uses and the third part holds up to 20 regimental medical 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 healing 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 officially 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, perhaps, 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 speed and deadly precision. Their accuracy is aided by their highly-protective Carapace Armour's integrated and distinctive Omnishield Helm targeting system.

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, infiltration, sabotage, and airborne or orbital insertion are just a few of the special 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 perfect specimen of health and moral purity, forged by experience and training, not into a simple soldier, but into a one-man assault 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 momentary weaknesses in your enemies’ defenses. Once per use of this feature, you can give yourself advantage on a single attack roll. You have a number of uses of this feature equal to half your wisdom modifier (rounded up). All expended uses are regained after a short or long rest. At 13th level in this class gets Improved Warriors Heart increasing the total number of uses equal to your whole Wisdom modifier per short or long rest.

Veterans Traits

At 6th level, you gain the the following 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 level. Once you use this feature, you must finish a short 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 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 moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, 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 level, you gain the Extra Attack (3) Feature and one extra use of the Action surge ability.

Veteran Guard

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 wind per short rest or long rest.

Sharpshooter

A Sharpshooter, also 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 single shot weapons. Such troopers are generally identified during basic training, but just as often are singled out during operations as their natural talents become obvious. Having been identified as an exceptional shot, the trooper is labelled as his unit's best shot and while he continues to perform the same combat duties he did before, he takes on an additional and highly specialised responsibility.

In battle, the Sharpshooter operates as part 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 unit is not at all obvious, especially where the designation is an informal one. In other cases the sharpshooter might wear some form of badge or other insignia, though generally in such a manner that enemy snipers cannot pick him out from his peers. The only other outward clue that the trooper has these skills is likely to be the weapon he carries. The troopers who possess these particular and deadly skills often carry specialised targeting equipment. Usually, this includes a powerful scope mounted on a main weapon, but sometimes takes the form of helmet-mounted sighting devices or even permanently grafted-on cybernetic augmentations. In those regiments with close ties to the Adeptus Mechanicus, a sharpshooter might have received extensive Augmetics and tactical neural implants, all wrought to maximise the native talent he already has for precise fire.

The expertise that sharpshooters hold is hardly limited to their conventional weapons, however. While their talents frequently manifest themselves through the use of the Lasgun to engage targets too far distant for most troopers to hit, they usually extend to other weapon systems as well. While every Sharpshooter has his favourite weapon, all are well able to use a wide range of different systems, from Missile Launchers to Sniper Rifles. Regardless of the weapon being used, the Sharpshooter displays a keen ability to locate an enemy, draw a bead on him, and to unleash the killing round at the most opportune moment. The Sharpshooter is a master of the doctrine of "one shot, one kill" and can be relied upon to send a single round, bolt or blast towards the heart of an enemy where hundreds, even thousands of rapid fire weapons have missed their mark. When confronted with such a foe, any unit commander worth his commission knows which of his troopers is best 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 drop on your enemies. You have advantage on Ranged attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score with Ranged weapons against a creature that is surprised is a critical hit.


Furthermore, you gain the Sneak attack feature, see homebrew features in this book.

Leathal Shot

At 6th level, gain the Leathal Shot ability , you may use this or your sneak attack feature not both.

Leathal Shot: you know how to strike with deadly precision at range to exploit a foe's distraction. Once per turn, you can deal an extra 4d6 damage to one creature you hit with a Ranged Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.

You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.

At 10th level, the Leathal shot damage is increases to 6D6, 8D6 at level 14, 10D6 at level 18.

Evasive

At 9th level you get Envasion and uncanny dodge ability as described below.

Evasion: You can nimbly dodge out of the way of certain area Effects, such as a red dragon's 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 only half damage, you instead take no damage if you succeed on the saving throw, and only 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 damage against you.

Head Shot

Starting at 14th level, you become a master of instant death. When you attack and hit a creature with a ranged attack that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No Attack roll has advantage against you while you aren't Incapacitated.

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 heavy 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 armoured fighting vehicles from other divisions of their Militarum Regimentum.

Those who serve in a Heavy Weapons Company have but one, straightforward role -- to obliterate any enemies who cannot be overwhelmed by massed 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 level, you are issued from the Armory a Mortar, Heavy bolter, Rocket Launcher, Auto cannon or las cannon and an Assistant gunner. The Assistant is given to you to help with the load of the weapon and the setup of the weapon system, as well as the Reloading of the weapon system in Combat. Ammunition allotment are seen below. see the Minions section of this book for the stats

On each of the your turns you can command the NPCs with variable (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 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 complete. If a Assistant Gunner dies or you run out of ammo you can procure a new member within an amount of time determined by the DM.

Advanced Training

At 6th level, you gain one feature 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 launcher, 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 dice 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 scatter die when deviating the Mortar.

Veteran Gunner

Starting at 9th level you may now be issued a Lascannon.

Furthermore At 9th level you may now take a second Assistant gunner.

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 rest.

At level 18 you may now use this feature a number of time equal to your whole Intelligence modifier.

Deadly Gunner

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

Primaris Psyker

A Primaris Psyker is a powerful Human Sanctioned Psyker who plays an ordained role as a servant of the Imperium of Man, for they possess the willpower to fully control their abilities and not become a danger 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 power of the Warp as a weapon to smite the enemies of the Emperor.

With a single thought 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, also known as "primary-psykers," "battle-psykers" or "psyker-lords" among the servants of the Emperor, are treated with a mixture of awe and fear, but most of all, suspicion by the superstitious soldiers of the Imperial Guard, with whom they often serve.

Though their presence is utterly abhorrent to all right-thinking Imperial servants, their ability to combat the blasphemous magicks of the xenos and Heretics usually outweighs the natural revulsion 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-ranking Astra Militarum officer who can direct the psyker's powers as the situation necessitates, providing psychic support to the troopers on the front line. A battle-psyker marches to war in a uniform daubed with wards and sigils of power. 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 prodigious mental strength through such a psycho-reactive staff, transforming it into a searing weapon that glows with a barely contained, otherworldly power capable of cutting through reinforced ceramite and ripping the life force from those it strikes.

Of all the psykers judged under the uncompromising gaze of the Inquisition, only those whose mental fortitude is great enough have the merest glimmer of hope of becoming a Primaris Psyker in the Astra Militarum. Battle-psykers are by no means the most powerful of their kind, but even so, they walk a fine line between service to the Emperor and eternal 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 therefore built into a psyker's wargear. Complex micro-circuitry and neuro-active wiring 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 undergone cranial surgeries to implant neural inhibitors that limit the danger of Daemonic possession -- however, such devices tend to blunt the psyker's innate power as well.

When combined with a lifetime of training a Primaris Psyker has a reasonable chance of avoiding powerful psychic enemies and resisting Daemonic influences. For those who prove to be too weak, however, there is always the final safeguard, in the shape of the smoking muzzle 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 same 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 number 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 additional cantrips as you level, see cantrips column of the Inquisitor. Cantrips may be cast without having your spell tomb and do not use any pages within it.

Power Slots.

The Primaris Psyker powers table shows how many power slots you have to cast your spells in your spell tomb of 1st level and higher. To cast one of these powers, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For

example, if you know the 1st-level power, shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spell Tomb: As you level your Spell tomb gets more filled out through you constant study. A spell tomb has an amout of pages as listed in the Spell tomb pages. Each spell in the tomb uses an amount of pages equal to the spell level. You may add spells to your tomb by spending an amount of Hours equal to the spells level writing it into your tomb, provided you have enough blank pages and another writing of the script. You may not inscribe powers more then one level greater then the highest spell level 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 Intelligence 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 Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Smite

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

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 of different Effects. You have 2 warp charges, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more warp charges than shown on the table for your level. You regain all spent Warp charges when you finish a Long Rest.

Warp Conversion

You can use your warp charges to gain additional Spell Slots, or sacrifice Spell Slots to gain additional warp charges. You learn other ways to use your warp charges as you reach higher levels.

Creating Spell Slots. You can transform unexpended 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 table shows the cost 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 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 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 manipulation section of this book.. You gain another one at 6th, 9th, 14th and at level 18 you know all of them.

Psychic Interference

Starting at 6th level, you can use your reaction and your mastery over your mind slow down or redirects an attack. When you are hit from a ranged or thrown weapon. You may use this reaction, the damage you take from the weapon attack is reduced by 1D10 + your Intelligence modifier + your Astartes Warrior level.

If you reduce the damage to 0, you can attempt to redirect the attack to any creature within 30/60ft. Make a ranged spell attack against the new target. On a hit, the target takes damage equal to the amount of damage that was negated plus your Intelligence modifier.

You have a limited number of charges on the second part of this ability, equal to half your Intelligence modifier (rounded up). All expended uses recharge after you have taken a long rest. At 15th level you may use this a number of times equal to your intelligence mod per long rest.

Astropath

Beginning at 9th level, you may use the sending spell at will, though the Percentage of failure may increase with inteferance like warp storms or the shadow cast by Tyranids.

Psychic Defense

At 14th level, 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 start of your next turn, the triggering attack is also subject 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 or long rest. At 16th level the radius of this ability is 30ft

Master of the Warp

At 18th level, your knowledge is vast. You gain 20 additional Warp charges per long rest.

Tanker

At lower ranks a tanker pilots a chimera, The Chimera is the standard armoured personnel carrier (APC) of the Imperial Guard. It can carry a variety of heavy weapons in its gun turret, such as Heavy Bolters, Heavy Flamers and Multilasers. Other weapons, such as Autocannons can be mounted using special modifications. The Chimera also mounts a hull-mounted Heavy Bolter or Heavy Flamer. The vehicle also 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 first disembarking from the vehicle. As an APC, the vehicle is capable of carrying up to 13 Guardsmen including Driver, gunner and commander, although some troop types such as Space Marine Terminators and Ogryns take up double the space of a standard human soldier. The Chimera has amphibious capabilities, allowing it to take part 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 tanker climes in rank he will be appointed a leman russ tank. The Leman Russ battle tank is the most commonly found tank in Imperial Guard regiments. It is a simple design and one that has stood the test of time. Its versatility and relative ease 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 and relatively thick armour on its flanks, however it has quite weak rear armour. It is relatively maneuverable, but due to no visible suspension system the ride is assumed to be relatively rough. The tank is renowned for its loud engine, and the vehicle is crewed by 5 or 6 people consisting of a Commander, a Primary Gunner, sponson Gunners and a Driver. The crew compartment is quite cramped, and is considered uncomfortable, claustrophobic and loud.

When you choose this roll you gain Proficiency in acrobatics, Perception, Vehicle Handling and Dextarity saves. If you are already proficient in any of these you may pick one to have expertise 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 cannon or a Multi laser. Refer to vehicle descriptions on Pg. ___ of this book for the rules and profiles for all vehicles.

Furthermore you gain A Crew of Guardsman equal 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 use.

Chimera Upgrade

Beginning at 6th level, you are issued a Gryphonne pattern Chimera in replace of your Gryphonne pattern Chimera turret may have a Twin heavy 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 pick of a Hellhound, Devildog or Banewolf pattern Chimera in replace of You may switch out vehicles whenever you have acsess to your vehicle bay. Refer to vehicle descriptions on Pg. ___ of this book for the rules and profiles for all vehicles.

Leman Russ Issue

At 14th level you are issued a leman russ tank in replace of your chimera you may switch witch vehicle you want anytime you have accses to you vehicle bay. Refer to vehicle 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 russ pattern or any combo of weapons you choose.

Sentinel Pilot

The Sentinel is a one-man, all-terrain, lightweight, bipedal combat walker that is used by the various regiments of the Astra Militarum. The Sentinel is most favoured 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 battle tanks and armoured vehicles whilst still 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 role in an Imperial Guard regiment from one of armed reconnaissance and light infantry fire support to one of full-on anti-armour or even artillery support.

When you choose this roll 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 scout sentinel with a hunter killer and your pick 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 following 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 level, because of you experience on an assault bike, gain the follwing benifits when you are rideing an assault or attack bike.

  • 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 level you get a Armored sentinel, refer to vehicle descriptions on Pg. ___ of this book for the rules and profiles for all vehicles

Master Walker Training

At 14th level gain the following benefits when you are riding an assault or attack bike.

  • 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 level, your sentinel may have a lascannon or a multi-melta, replace the heavy bolter profile with the one below.

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 dissension and the dangers presented to Mankind by intelligent alien 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), as well as many smaller, more specialised ones, the Inquisition is ruthless in uncovering and snuffing out Chaos corruption, heresy, and mutation wherever they may be found among the million worlds of Mankind.

The relentless and deadly agents of the Inquisition have infiltrated every facet of human society to ensure that Chaos can never again take root in the Imperium, and that no alien race will replace humanity as the dominant intelligent species of the Milky Way Galaxy

Prerequisites To be a Inquisitor you must be a Imperial Race

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 following class 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 starter 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 level You are now a Lord inquisitor and gain advantage on any skill checks used to Intimidate, Persuade or Deceive Astartes, Imperial local law and Imperial Government law, using the authority of the inquisition.

  • At 15th level 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 authority of the inquisition.

  • At 20th level You are now a Master Inquisitor and you gain advantage on any skill checks used to Intimidate, Persuade or Deceive any creature.

Ordo

At 1st level, 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 level and again at 5th, 9th, 13th, and at 17th level.

Imperial lore

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

Interrogate

Starting 3nd level, you are trained to pull all the information out of someone. You can use an action to target a creature to interrogate, the creature must be restrained.

The interrogation lasts for one minute, during this time you may ask up to 3 Questions, after a creature has been asked a question, the creature must make a wisdom save DC 8 + Pro + your Charisma bonus. if the test is failed you find out the answer to the question if it is known by the creature and you can understand it. If the test is passed the creature Suffers an amount of damage equal to 1d4 + Proficiency bonus in a type you can deal or Psychic damage.

  • Starting 5th level, you may ask 4 questions and the damage increases to 2d4.

  • Starting 11th level, you may ask 5 questions and the damage increases to 3d4.

  • Starting 15th level, you may ask 6 questions and the damage increases t0 4d4

Ability Score Increase

When you reach 4th level, and again at 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't increase an ability score above 20 using this feature.

Inquisitorial Aid

Begining at 5th level You may gain a team of Servitors as described in the Tech Priest Enginseer class description, a Command Squad as described in the Imperial guard commander class 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 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 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 complete. the creature uses your Proficiency bonus when determining attacks and Skills.

Furthermore at level 15 this increases to your whole Charisma bonus.

Extra Attack

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

Warp Resistance

Begining at 7th level 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 magical source it is reduced by 5 damage. 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 level you have trained to extract information from all sources, with expediency. gain advantage when making Insight, Investigation, or perception skill checks.

Improved Warp Resistance

At 14th level your natural residences have been further increased through rigorous training. The damage reduced increases to 10 and You gain advantage on saving throws against spells and other magical effects. You gain one more use of your feature to end one spell effect on yourself per long rest.

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 sanctuary of your mind, any attempts to read your mind, charm or frighten you results in a backlash to the assailant and they take 4d10 psychic damage.

Undisputable Leadership

Begining at 20th level 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 secretive organisation known as the Imperial Inquisition. They are tasked with protecting Mankind from itself, by combatting such internal threats to the Imperium as treason, mutation, heresy, 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 also targeted by the Ordo Hereticus. The Ordo has no qualms at all about acting against threats in the other Adepta and many a Renegade 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 feared individuals in the entire Imperium, and like all Inquisitors they have ultimate authority over any other Imperial organisation in the Adeptus Terra and can demand assistance from any other source of authority in the Imperium.


The Inquisitors of the Ordo Hereticus are generally considered darker 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 grim, paranoid and unforgiving lot.

The Ordo Hereticus' Chamber Militant are the Sisters of Battle, the Orders Militant of the Adepta Sororitas, and they also make use of the Inquisitorial Black Ships to round up unsanctioned psyker mutants from across the galaxy. The members of the Ordo Hereticus can also 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 level 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. Also you gain advantage on attacks against this creature, this effect lasts for 24 hours or until the creature dies. You may only have one accused target at a time.

Purge the Heretic

Starting at 5th level once per turn you may deals an additional 2D6 Damage to your accused target 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 target make a Wisdom save DC equal to 8 + proficientcy bonus + wisdom modifier on a fail they are stunned for a number of rounds equal to your wisdom 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 rest.

Judge the Heretic

Begining at 13th level as an action if you are within 5ft. you may Make a Judgement on your Accused target, they must take anouther Wisdon save with the Same DC, and take an amount of Psychic damage equal to your wisdom modifier in D10 and they are stunned for 1 Minute taking a new test at the end of each of there turns, on a pass they suffer half as much damage and are only frightened instead of stunned. 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 rest.

Suspected Heresy

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

Ordo Mallius

The Ordo Malleus, whose Inquisitors are often 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 organisation 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 task of the Inquisitors and Acolytes of the Ordo Malleus to destroy the physical manifestation of Chaos, daemons, in the physical universe as well as any other agents of Chaos who threaten both the peace and the souls 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 same 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 additional 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 power slots you have to cast your powers of 1st level and higher. To cast one of these spells, you must expend a power slot of the spell’s level or higher. You regain all expended power slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level power 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 rest 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 prayer. You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your wisdom modifier when setting the saving throw DC for a cleric 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.

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 advanced studies of the warp 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 additional point every time you level up, to a maximum of 20 at level 20. You can never have more warp charges than shown on the table for your level. You regain all spent Warp charges when you finish a Long Rest.

Warp Conversion

You can use your warp charges to gain additional Power Slots, or sacrifice Spell Slots to gain additional warp charges. You learn other ways to use your warp charges as you reach higher levels.

Creating Spell Slots. You can transform unexpended 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 table shows the cost 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 slot and gain a number of warp charges equal to the slot's level.

Warp Manipulation

At 1st 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 manipulation section of this book. You gain another one at 5th, 9th, 13th and at level 17 you know all of them.

Deamon bane

At 1st level, your new powers strike true and fierce against deamons. You act as if you had the true strike spell active any time you strike a deamon.

At 5th level, when true strike is active, you deal extra damage equal to your wisdom modifier.

At 9th Level, when true strike is active, you deal extra damage equal to your 2 x your wisdom modifier.

At 13th Level, when true strike is active, you deal extra damage equal to your 3 x your wisdom modifier.

At 17th Level, when true strike is active, you deal extra damage equal to your 4 x your wisdom modifier.

Turn deamon

Starting at 5th level, you gain the ability to channel energy directly from the warp, using that energy to fuel an effect, turn deamon.

Turn Deamon: As an action, you present your holy 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 saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action 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.

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 level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or Long Rest, you regain your expended uses.

Banashment

At 9th level, you gain an enhanced effect when uses your Turn deamon.

Banish Deamon When a Deamon of CR 2 or lower fails its saving throw against Your Turn deamon feature, the creature is instantly destroyed. This increases to CR 3 at 14th level and CR4 at 18th level.

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 number 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 long 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 powerful and secretive organisation 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 foul xenos threats to the survival of Mankind.

Armed with the best human and alien technology available, extremely knowledgeable 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 situation and the level of alien taint revealed. Where the threat is subtle, they will use guile and stealth, wielding their power as if it was a scalpel used to cut out a growing malignant cancer. When the alien menace is great, the Inquisitor can commandeer the aid 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 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.

Xenos Studys

Ordo xenos 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 additional cantrips as you level, see cantrips collumn of the Inquisitor. Cantrips may be cast without having your spell tomb and do not use any pages within it.

Power Slots.

The Inquisitor powers table shows how many power slots you have to cast your spells in your spell tomb of 1st level and higher. To cast one of these powers, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level power, shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spell Tomb: As you level your Spell tomb gets more filled out through you constant study. A spell tomb has an amout of pages as listed in the Spell tomb pages. Each spell in the tomb uses an amount of pages equal to the spell level. You may add spells to your tomb by spending an amount of Hours equal to the spells level writting it into your tomb, profided you have enough blank pages and another writting of the script. You may not insccribe powers more then one level greater then the highest spell level 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 Intelligence 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 modifier

Smite

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

Warp Charges

At 1st level, your deep understanding and advanced studies of the warp 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 additional point every time you level up, to a maximum of 22 at level 20. You can never have more warp charges than shown on the table for your level. You regain all spent Warp charges when you finish a Long Rest.

Warp Conversion

You can use your warp charges to gain additional Spell Slots, or sacrifice Spell Slots to gain additional warp charges. You learn other ways to use your warp charges as you reach higher levels.

Creating Spell Slots. You can transform unexpended 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 table shows the cost 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 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 1st 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 manipulation section of this book. You gain another one at 5th, 9th, 13th and at level 17 you know all of them.

Psy Ward

Starting at 5th level, your Psyonic abilities protects you from harm. Your body 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’t 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 ranged 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 level.

Psychic Sheild

At 13th level, 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 1D4 and add the result to your AC until the start of your next turn, the triggering attack is also subject 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 or long rest. At 16th level the radius of this ability is 30ft

Master of the Warp

At 17th level, your knowledge is vast. You gain 20 additional Warp charges per long rest.

Sister of battle

The Adepta Sororitas, also known as the Sisters of Battle and formerly as the Daughters of the Emperor, are an all-female division of the Imperial Cult's state church known as the Ecclesiarchy or, more formally, as the Adeptus Ministorum. The Sisterhood's Orders Militant serve as the Ecclesiarchy's military arm, mercilessly rooting out corruption and heresy within humanity and every organisation of the Adeptus Terra.

There is naturally some overlap between the duties of the Sisterhood and the Imperial Inquisition; for this reason, although the Inquisition and the Sisterhood remain entirely separate organisations, the Orders Militant of the Adepta Sororitas also act as the Chamber Militant of the Inquisition's Ordo Hereticus.

The Adepta Sororitas and the Sisters of Battle are commonly regarded as the same organisation, but the latter title technically refers only to the Orders Militant of the Adepta Sororitas, the best-known part of the organisation. The Sisterhood serves as the Ministorum's only official military force because the Decree Passive laid down by the reformist Ecclesiarch Sebastian Thor held that in the wake of the Age of Apostasy's Reign of Blood in the 36th Millennium, the Ecclesiarchy cannot 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 power from the 32nd to the 36th Millennia. However, the Adeptus Ministorum has been able to circumvent this decree by using the all-female military force of the Sisterhood's Orders Militant.

Prerequisites To be a sister you must be a human race 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 following class 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

Sister of Battle starter kit.

Militant Specialty

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

Ranged

You gain a +2 bonus to attack rolls made with ranged 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 new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

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 fighting you can add your ability modifier to the damage of the second attack.

Mobility

You gain +5 ft movement

Act of Faith

Starting at 2nd level your faith allows you to gain the ability to perform acts of faith. You gain a resource called Devotion. Your Devotion point maximum is equal to you wisdom bonus plus your Proficientcy bonus. Some of your Acts of faith use a Faith Dice. The faith dice for these abilities is a 1d6 this increases to a D8 at level 6, a D10 at level 12 ad a D12 at level 16. You regain all Devotion points after a long rest.

Using Devotion: You know all the Acts of faith below. You may expend Devotion 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 action you may spend 1 Devotion on your turn and you may move twice your speed this turn.


Spirit of the Martyr: As bonus action, You heal yourself an amount 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 faith dice. at 16th level you may spend 3 devotion to heal 3 faith 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 resistance to any damage done by the effects of Psychic powers and magic. You also gain advantage on saving throws against Psychic powers and magical 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 attack rolls you make until the start of your next turn equal to a single roll of a devotion die.


The Passion: For 2 Devotion gain an extra attack when you use the attack action this turn. you may only use this act once per turn.


Purge: As a free action and 1 devotion you may end one spell effect on you.


Spirit of of the Emperor: For an amount 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 point 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 also be used to to ignore an attack from a Blast, engulf, 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 normal.

Militant Roll

At 3rd level, you choose a Militant roll 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 class 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 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’t increase an ability score above 20 using this feature.

Extra Attack

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 by 1 when you reach 11th level in this class.

Empowerd Skill

At 9th level Gain advantage on all checks made of your pick of one skill or tool. You gain 1 more skill or tool at levels 14 and 19.

Greater Acts of faith

At level 10 you gain two new acts of faith to use you gain the Holy Strikes and Holy Terror acts of faith.


Holy Strike: As a bonus action and 1 Devotion you may add 2 Faith dice to any damage roll you make. you may spend up to 2 devotion to deal 4 faith dice. at 18th level you may spend 3 devotion to deal 6 faith dice worth of damage.


Holy Terror: As an action, you can spend 1 devotion against a target, who must make a wisdom saving throw DC 8 + your proficiency bonus + you Wisdom Modifier, or be Frightened for 1 faith die roll of rounds. they may test again at the end of each round ending the effect on a pass. Creatures cant 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 encounter with no devotion. You gain an amount of devotion equal to your Wisdom modifier

Grand Acts of faith

At 18th level you gain two new acts of faith to use Devotion on.


Branding Light: As an action, you can spend 2 devotion to create a blinding light from a holy symbol that shines out in a 15 ft cone in front of you. All creatures Chaos, Deamon or Heretic within the cone must make a Dex saving throw DC 8 + your Proficiency bouns + your wisdom 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 devotion, when you take damage you can deal radiant damage back to the target equal to 2 faith die. you may spend up to 2 devotion to deal 4 faith dice. at 18th level you may spend 3 devotion to deal 6 faith dice worth of damage.

Militant Rolls

Dominion

Each Adepta Sororitas Order maintains several units of Dominions. They are among their Orders' most aggressive warriors, driven by the need to destroy the Emperor's foes. Though their training has tampered the worst of their impetuosity, Dominions still yearn to fight at the forefront of any Sororitas attack. As such they are often the vanguard of Sororitas assaults, breaking through enemy frontlines and destroying heavily defended fortifications. To this end they are often trained as demolition experts as well and carry Plasma Grenades and Melta Bombs into battle. Dominions are known to be courageous and aggressive, but are also not impetuous. Under the watchful eyes of their Sister Superior, these squads temper their desire to bring the wrath of the Emperor to bear with a keen awareness of localized strategic conditions. They swiftly appraise their enemies and then pick out and eliminate each priority target in turn. It is this skill along with their specialist training in arming and maintenance rituals required to harness the Machine Spirits of their special-issue weapons that makes the Dominions so 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 ground. When an enemy has been eliminated, the Sisters will then move to the next location to deliver overwhelming 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 roll 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 level, you gain the the following 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 level. Once you use this feature, you must finish a short 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 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 moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or Long Rest before you can use it again.

Aggressive

Starting at 11th you gain one extra use of Indomitable ability

Instrument of war

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

Seasoned Warfighter

At level 20 you may use the indomitable ability 3 times between rests and you get one extra use of either, action surge or second wind per short rest or long rest.

Cannoness

A Canoness is an officer of one of the Orders Militant of the Adepta Sororitas, a shining example of purity and dedication of purpose. This senior officer rank is above the grade 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 system of precedence. Orders of the Adepta Sororitas that were established by "Ecclesiarchy Writ" are ranked higher in the order of precedence than those that were formed by a group splitting off from a preexistent order.

This is especially 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 order of precedence than those of their parent Order.

A Canoness is a veteran warrior of many hundreds of battles who has risen to her position through a combination of strong leadership, shrewd tactical genius, obedience and compliance with the Ecclesiarchy and above all, her sheer overarching faith 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 fray, 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 ostensibly answerable only to the Prioress of her Convent, her superior knowledge of warfare inevitably holds sway 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 next Canoness will be drawn.

As a guardian of her Battle-Sisters' souls, a Canoness is also responsible for the spiritual well-being of those under her command. A Canoness' non-military duties include leading the Order in its prayer services, performing rites of initiation and overseeing the running of the Order. As a result, a Canoness inspires intense devotion in her Battle-Sisters, leading them from the fore whilst reciting the great hymns of the Adeptus Ministorum.

Members of the Adepta Sororitas can and do transfer from one Order to another, depending on their own unique skills and experience. In particular, a sister of an Order Militant may eventually transfer to a non-militant Order in so that she can carry on the Emperor's work 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 organisation entirely; several Canonesses are known to have become Inquisitors, one become a Cardinal 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 level as a bonus action you may spend one devotion to give a number of friendly creatures equal to your Charisma bonus within 30ft of you a Ability faith dice, they can expend it when they make a Saving throw, or ability check to add it to the roll, 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 level 7th level as a bonus action you may spend one devotion to give a number of friendly creatures equal to your Charisma bonus within 30ft of you a Prowess faith dice, they can expend it when they make a Attack roll, or damage roll 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 act of faith other than Greater and grand Acts, you may have it effect a number of imperial creatures Within 15ft of you equal to your Charisma bonus. the effects last until the start of your next turn, with the exception of the Agise of the Emperor and Spirit of of the Emperor they last there normal 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 Order of the Adepta Sororitas dedicated to healing and the provision of medical care for all the citizens of the Imperium of Man. Novice Sisters of the Adepta Sororitas who show a gift for healing and attending to the needs of others are often ushered into the ranks of the Orders Hospitaller. Amongst the most widely welcomed of the Adepta Sororitas, the Hospitallers are sent to war zones or disaster-stricken areas of the galaxy, providing the people of the Imperium with medical care and compassion when it is most needed.

The Sisters of these Orders aid the poor and heal the sick and the wounded in the many hospitals and clinics across the Imperium operated as charities by the Sisterhood. Their convents often take the form of hospitals and retreats, and large numbers of them accompany the armies of the Astra Militarum. They are often 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 battle 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. So skilled are the Sisters Hospitaller that they are regarded as saints by the common soldiery, who far prefer their gentle ministrations to the crude work undertaken by the field surgeons of the Departmento Munitorum. The Orders Hospitaller provides surgeons, physicians and nurses. The Sisters Hospitaller are amongst the most skilled and compassionate surgeons in the Imperium.

Sisters Hospitaller often serve in conjunction with members of other 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 knowledge of genetics also makes them useful to Orders Famulous investigations. At the same time, their command of the anatomy of the human body often leads them to accompany an Inquisitor into the torture 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 morality and turn their hands to inflicting pain when duty calls them to do so. These Sisters display incredible healing skills and compassion towards the wounded and fallen, yet remain implacable foes to the Heretics, witches, and mutants around them.

Traditionally, the Sisters of the Orders Hospitaller dress in light armour and healer's robes that allow for easy movement. For example, in the Calixis Sector, all but one of the Orders Hospitaller have some sort 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 colour scheme in penitence for a past failing.

Under normal conditions both the Order of the Torch and the Order of the Cleansing Water also wear dark robes with a broad crimson strip down the front, bordered with a bone shade. The Order of Serenity dresses in white robes with ruby red hems. Much like the militant 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 Order 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 feature in the Homebrewed Features section of this book and the Rest for the weary and Healers hands ability below

Rest fore the Weary Whenever a creature takes a short rest within 30ft of you, you may allow them to regain half the die hit points when using hit dice instead 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 small medical area to better asses casualties of war. Nominate a point on the ground, so long as you are within 15ft of that point 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 post. You may only set up one Hospitaller Post at a time. The post lasts for as long as you have supplies, this power may be used any number of times per day as 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 day when you set up your Hospital post 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 building or a small building 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 post starts with 20 Supply. after the Hospital is set up a secure line of supply must be secured (consult your GM on how to do this), if this is done This hospital will count ass a supply 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 amount of there daily supplies to the hospitals supply cache and any Hospitilar may also draw an amount of supplies from the Supply cache each day equal to half there level.

Grand Nutrix

starting at level 20 you are the highest rank amongst the Hospitallars Whenever you would normally roll one or more dice to Restore Hit Points with a spell when in a hospitial, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.

Furthermore your Rest for the weary ability regains the whole hit die when taking a short rest and you may add double your wisdom mod to healing received.

Sister Repentia

A Sister Repentia is one of the fanatical, self-mutilating Human female warriors who serve within the Orders Militant of the Adepta Sororitas.

Having failed or fallen short of the strict religious codes expected to be followed by the Sisters of Battle sometime in their past, Repentia Sisters seek to earn the Emperor of Mankind's grace once more through self-flagellation and finding a glorious death in the heat of battle.

Though ultimately outcasts within their own order, they are none the less revered by their fellow sisters, who see them as pilgrims seeking the absolution of death and ultimate sacrifice in the name of the God-Emperor.

Confession and prayer are as much a part of a battle-sister's existence 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 serious cases they may even 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 unsparing religious fanatic known as a "Mistress of Repentance," who judges each exiled Sister's deeds and occasionally, at battle'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 state of grace that many within the Adepta Sororitas aspire to, yet few attain. Indeed, some sisters willingly exile themselves, finding fault in the smallest transgression in order to join the Repentia.

The fervour 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 level, 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 tombs, there armor of faith 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 following 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 roll. This bonus increases by 2 at levels 7, 11, 15 and 20.

• You have Resistance to all damage except Radiant, Necrotic and Force.

Your Savage Repent lasts for 1 minute. It ends early if you are knocked Unconscious or if your turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a Bonus Action.

Once you have used savage repent the maximum number of times for your sister of battle level, you must finish a Long Rest before you can savage repent again. You may savage repent 2 times at 3rd level, 3 at 7th, 4 at 11th, 5 at 15th and 6 at 20th level.

Armor of faith: While you are not wearing any armor, your Armor Class equals 12 + your Dexterity modifier + your Wisdom modifier.

Actions In Repent

Starting at 7th level gain the Reckless attack and frenzy features

Reckless Attack: You can throw aside all concern for defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next 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 level 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 additional weapon damage die when determining the extra damage for a critical hit with a melee Attack when in a savage repent.

This increases to two additional dice at 11th level, three additional dice at 15th level and four additional dice at 20th level.

Savage Critical: Your weapon attacks score a critical hit on a roll of 18 or 20 when in a savage 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 yet ability.

Persistent: your savage repent is so true that it ends early only if you fall Unconscious or if you choose to end it.

Not yet: You attain the pinnacle of resilience in battle. At the start of each of your turns while you are repenting, you regain Hit Points equal to 5 + your Wisdom modifier if you have no more than half of your Hit Points left.

You don’t gain this benefit if you have 0 Hit Points.

Absolved of all Sins

When a sister repentia reaches level 20 the are absolved of all former 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 usually will take years for a Sister to advance to the respected rank of Retributor. These warriors are the most level-headed, imperturbable, and determined of all their kind. They are also amongst their Order's finest sharpshooters. To this end they are assigned the responsibility of providing targeted fire support for their advanced 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 optimal firing solutions, makes them devastating in combat. They typically press forward in battle, serving as anti-tank and anti-fortification infantry. The more aggressive Orders, such as the Order of the Argent Shroud, often send Retributor squads forwards in armored transports.[4]

Retributors believe the Emperor himself guides their aim yet are the most logical and level-headed of all the Sororitas, a trait that serves them well on the battlefield as they prioritize and dispatch their targets with calm 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 roll at 3rd level, you are issued from the Armory Either a Heavy bolter or Heavy Flamer. If you run out of ammo 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 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 number of time per short rest equal to you intelligence modifier

Immediate action

At 7th level, a number of times equal 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 rest. At level 15 you may use this a number of time equal to your whole intelligence.

Armored Judgment

Starting at 11th Gain the Omniscope Feature

Omniscope: 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 dice 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 issued Weapons.

Master Retributor

At level 20 -

Seraphim

The Seraphim are elite warriors of the Orders Militant of the Adepta Sororitas who serve as the Sisters of Battle's primary assault infantry. Amongst the highly devoted warriors of the Orders Militant there are those Battle-Sisters whose faith burns so brightly that it appears as if the Emperor Himself guides their actions. These angelic warriors are known as Seraphim, and they are exclusively trained to use Jump Packs.

More importantly, they are also 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 thickest of fighting upon wings of fire, their Bolt Pistols spitting death at their foes.

Seraphim are schooled in their Order's most ancient fighting techniques, learning to wield their sidearms in brutal 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 point-blank 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 level you gain a jump pack that allows as described in the advanced gear section of this book.

Furthermore you gain a extra d4 to all melee damage rolls with Jump pack.

Angelic Flight

Starting at 7th level you gain the Evasion and Angelic Dodge features below.

Angels Evasion: your instinctive 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 instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Angelic Dodge: you can use your Reaction to dodge out of the way of a missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d10 + your Dexterity modifier + your sister of battle level.

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 effect 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 level you gain the Angelic soul and Ageless vessel features.

Angelic Soul: you are now proficient in all Saving Throws.

Ageless Vessel: you stop aging, and you can't be aged magically. In addition, you no longer need food or water.

Living Saint

Starting at 20th level your Divinely bless body gains a further connection to The emperors Grace, you sprout a pair of angel wings that allow you to fly a speed equal to 3 x you normal speed. with perfect grace.

Vehicle Maiden

some sister find themselves in the vehicle bays of the Ministorum, at first you start with a basic rhino and then move up to deadlier vehicles to deliver the emperors justice.

The Immolator is a flame-thrower tank that is used exclusively 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 roof.

Unlike the Razorback used by the Space Marines, which uses a remote-controlled weapon system, the Immolator needs a Battle-Sister to control the weapon directly. The Immolator is usually 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 battle, and unlike the Rhino, the Immolator is capable of fighting alongside the sisters as heavy infantry support. The Immolator is usually slightly better armoured than the basic Rhino.

The Immolator's doors and hatches are often cast to include the order's symbol or the Fleur-de-lys, the icon of the Adepta Sororitas. These casts are taken from the great Convent Sanctorum and Convent Prioris on Ophelia VII and Terra. Through ancient contracts with the Adeptus Mechanicus, the Immolator is built exclusively for the Adeptus Ministorum, and is only used by the Sisters of Battle.

The Exorcist is the primary long-range support vehicle of the Adepta Sororitas, also 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 back as far as the Age of Apostasy. Some Exorcist tanks in service today originate from that time period, and are heavily venerated and considered sacred by their users. These tanks, of which some are very similar in appearance to the Space Marine Whirlwind missile tank, use ancient technologies that are barely understood by the Adeptus Mechanicus today. Many of these ancient machines have a reputation as being temperamental and difficult, their Machine Spirits requiring constant work and prayer in order 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 work of art, as much a symbol of the Emperor as a provider of long-range fire support. While the Sanctorum Pattern is the most common pattern of the Exorcist, it is not held in as high esteem as the original vehicles, which are blessed from the closer divine presence 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 witch vehicle, type of ammo or both anytime you have access to you vehicle bay.

Holy Orchestra

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

Sister Superior

Sister Superior is a rank 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 armoury and more advanced Swords training.

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 roll at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 11th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have a number of superiority dice equal to you Proficiency bonus + your Wisdom, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

Saving Throws. Some of your maneuvers require your target to make a saving 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 dice turn into d10s. At 18th level, they turn into d12s.

Study Thy Enemy

Starting at 7th level, if you spend at least 1 minute Reading about, observing or interacting with another creature outside combat, 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 regard to a number of the following 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 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 level you gain your Wisdom modifier extra devotion or Superiority dice you re gain all these dice after you complete a long rest, during the long rest you must pick how many of witch die you want.

Emperors Judgment

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

Master Swordmaiden

At level 20 you become a master of the battlefield. You now know all the maneuvers.

Tech priest

A Tech-priest, also spelled Tech-Priest, is an adept of the Adeptus Mechanicus of the Imperium of Man who is generally responsible for maintaining all of the advanced technology of the Imperium, enlarging the Imperium's stocks of technical knowledge and conducting what little new scientific research 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 knowledge represents the only true divinity in the universe.

The Tech-priests provide the rest of the Imperium with its technicians, scientists and engineers. Though their bodies often incorporate many inorganic components as bionic replacements, Tech-priests are fully human, unlike the cybernetic Servitors created by the Adeptus Mechanicus that carry out most of the heavy labour for all of the Imperium's myriad organisations and enterprises.

Despite the never-ending thirst for knowledge 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 yesteryear with rite, dogma and edict instead of true discernment and comprehension.

Even the theoretically simple process of activating an engine is preceded by the application of ritual oils, the burning of sacred resins and the chanting of long and complex hymns. Should mechanisms break down, as they often do in service to the Adeptus Mechanicus' war effort, a replacement must be found, or knowledge of how to repair the existing one must be learned.

Across the galaxy, 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 knowledge are confiscated at all costs in the name 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 following 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 starter Kit

Device Creation and use

You are skilled at building mechanical devices that perform various functions and incorporating them into your clothing, armor, weapons and other gear.


Schematics log: Devices are built using schematics which show the design parameters and intended operation of the device. Each schematic has a level of complexity that is classified as trivial, simple, advanced or intricate.

Your book has a number of schematics of your choice from the list of schematics presented at the end of this class shown in the schematics Known collum. The Schematics Known column of the tech priest table shows when you learn additional 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 schematic and turning the schematic into a working 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 as well the time spent prototyping, testing and troubleshooting the device to perfect its operation. The costs and time required for building and learning a new schematic 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 effort to build and maintain your devices in working order. Repairs and preventive maintenance and Canticals must be performed, sprockets greased, springs wound, 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 table. As you level up, you become more skilled at building and maintaining these devices and are able to keep more of them functional at any one time.

Each Device is may integrated into a item, clothing or equipment as specified in the schematic description. Multiple devices using different schematics can each be integrated into the same piece of equipment or be made as a seaperate devices if fesible. Each equipped device increases the weight of the item it is integrated into by 2 pounds.

You prepare your operational devices from the devices that you have built. In order to issue a devices you must have an available devices slot of the same or higher level of complexity as the schematic for the devices.

Because of the expertise required to Recharge these gadgets and amount of personal customizations that each engineer makes to their devices, only the engineer that built the device may recharge it.

Whenever you complete a long rest you can reconfigure your list of active devices, changing which devices you have operational from among the other devices you have built. You can also remove a devices from a single piece of equipment and install it onto a different piece of equipment whenever you reconfigure your devices. You must have access to your tinker’s tools, artificers tool, tech tool or a combination of any of them in order to reconfigure your equipped devices.


Activating Devices Some devices provide a continuous benefit as long as the device is equipped. Other devices have an effect that requires you to take an action in order to activate it. The type of action required to activate the effect will be listed in the description of the devices.

Object Interactions. Most devices are easy to activate, requiring you only to flip a switch or twist a dial. A device with an effect of this type can be activated at the same time you either move or take another action (such as an attack action). Some devices which can be used as weapons may require you take both an object interaction and an attack action at the same time. You can activate a second 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 information 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 reaction, the schematic description will tell you exactly when you can use it.

Stacking Devices Activations You cannot activate two device effects that both require 1 action during the same turn. You can activate both a gadget that requires 1 action and another gadget that requires only 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 roll is listed in the text for the schematic for that particular device.

Device attack modifier = your proficiency bonus + the ability score modifier listed in the device description Your Intelligence modifier sets the DC for saving throws against effects created by the use of your device.

Device save DC = 8 + your proficiency bonus + your Intelligence 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, cannot 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 level, different Tech Priests choose different ways to aid in the Omnissiah will. Pick a Techno specialty listed later in this class.

Augmetics

starting at 1st level You gain 2 cybernetic augmentations of your choice as described in the Cybernetics section 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 Augmetics.

Repurpouse

Beginning at 3rd level, you can use your downtime to scavenge spare parts, useful chemicals, and raw materials which you can use to build your devices or to craft items. In order to do so, you must be in a hive city, scrapyard, wreckage or another location where such items might be found. Your DM may limit the availability of certain types of materials depending on the location where you are scavenging. For each hour that you spend scavenging, you can locate 1D10 RP plus your tech priest level 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 raw materials for crafting with artisans tools with which you have proficiency.

Ability Score Improvement

When you reach 4th level, and again at 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’t increase an ability score above 20 using this feature.

Blessing of the Omnissiah

At 5th level 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 number 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 level you can use a bonus action on each of your turns in combat to take the Use an Object action, or to use your Tinker’s 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 down to a min of 1). You regain all uses of this after you preform a long rest.

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 quick charge feature a number of times per day equal to your Dexterity modifier.

Rapid Reconfiguration

Starting at 7th level whenever you complete a short rest, 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 order to reconfigure your equipped gadgets. At 11th level the number of equipped devices you can reconfigure increases to 4 and it increases again at levels 15 and 19.

Techno Specialty

Engineseer

An Enginseer, also called a Tech-priest Enginseer, is a tech-priest of the Adeptus Mechanicus whose specialisation is the maintenance and repair of the many technological 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 knowledge. Enginseers are the most commonly seen members of the Mechanicus, for they are present wherever a somewhat technologically advanced human settlement 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 other wargear and ensuring that the warriors who prosecute the Emperor's wars always have the means to do so.

These cybernetic holy 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 training and a lifetime of servitude to the Machine God, Enginseers can soothe even the most belligerent of Machine Spirits with binary prayer and mystic rites. Indeed, without the chanting diligence of the Enginseers, and their tireless maintenance, the Imperial Guard and Imperial Navy would soon grind to a halt.

Enginseers also appear in the armies of the Adeptus Mechanicus and, although their role still centres around their mechanical charges, they are quite capable 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 vital one. While other tech-priests concern themselves with the Quest for Knowledge, Enginseers take on a more utilitarian role, tending the Servitor flocks and acting as 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 chosen weapon of the Omnissiah ant the machine cult.

Adept of Mars

Beginning a 1st level you gain a retinue of servitors Equal to half your Intelligence bonus, which you control via telepathic link. Discuss the cost and time required to acquire this construct with your DM. See Npc Minions section of this book for the stats.

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 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 complete.

At 13th level you may have a number of servitors equal to your whole intelligence Modifier instead of half.


Furthermore, you get a Construction Kit, The construction Kit has 2 parts this first is a Maintenance kit with 10 uses, the second part is Artificers Kit with 5 uses. You also gain the Blessings of Maintenance Feature, See below

Maintenance Rituals: As an action you may expend one use 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 range. This increases by one d12 at levels 7, 11, 15 and 20. the DC increases by 5 each time you use this feature on the same Vehicle unless that vehicle has preformed a short rest. If you fail the Artificers tool check 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 Long Rest. With that pool you may now use the Nurture the Machine feature below, you can restore a total number of Haul Points equal to your Tech priest level 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 pool.

Alternatively, you can expend 10 Points from your pool of Healing to remove one condition or effect 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 level, your knowledge of Machinery has reached a new plateau. If a Vehicle or Construct is not too 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 total HP, but may be healed further.

Entice the Machine Spirits

Starting at 13th level you may use your Blessing of the omnissiah ability a number of 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 long rest.

Genetor

Essentially geneticists, a Genetor is a high-ranking Adeptus Mechanicus Tech-priest who studies all matters genetic 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 ruling Priesthood, possessing access to knowledge and resources far beyond that of the lesser Enginseers and Lexmechanics. A Genetor's professional obsession with organic life often makes them seem strange to their more mechanically-inclined brethren. For the most part, Genetors differ little from other Tech-priests -- they bear the same manner of augmetic implants, venerate information and understanding as the manifestation of divinity, and engage upon the Quest for Knowledge in much the same way. The difference is that they are not so quick to judge flesh and blood as inferior to steel and plasma and view living creatures as extremely complex and adaptable machines. Where some are content to make this observation distantly, others embrace it, seeking to improve their forms not with steel, but with better flesh and better blood. To an unknowing observer, a Genetor may appear little different to any other Tech-priest when swathed in their crimson robes. However, where most Tech-priests’ mass is derived from steel reinforcement and implanted armour 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 required 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 accelerated gene-seed cultivation techniques needed to keep the huge formations of the Space Marine Legions up to strength in the terrible 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 command 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 same name as the original First Founding Legion and many other Chapters with new names. This event was called the Second Founding, and over two dozen further Foundings have occurred in the ten millennia 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 stored gene-seed used to cultivate the Astartes implants that turn a normal man into a Space Marine would be carefully monitored, and cultivated organs would be subject to the most stringent tests of purity. Young Initiates would undergo rigorous trials of physical and psychological suitability before they were accepted, and only those of the highest calibre would be chosen. On Terra, the Adeptus Terra created genetic repositories to produce and store Space Marine gene-seed. These storage 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 new 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 fall 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 genetic stocks, the mortal Adepts of Terra could ultimately control the Space Marines in the wake of the Heresy, for they alone 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 chosen 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 now use the Laser skin Graft feature. You can restore a total number of Hit Points equal to your Tech Preist level x 5.

Laser Skin Graft As an action, you can touch a creature and draw from the pool to restore a number of Hit Points to that creature, up to the maximum amount 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 neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.

Furthermore you gain the Spare the dieing 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 touch and 1 target. The cure wounds and aid spell will be cast as a level equal to your intelligence modifier and the haste spell lasts for only 1D8+2 rounds, use your intelligence 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 long rest.

At 13th level You may prepare yourself with a number of spells equal You to your intelligence modifier + your proficiency bonus x 2.

Poison the Flesh

Satring at 9th level, your knowledge of biology allows you to know its weakneses aswell. Gain the Poison spray cantrip and you may now prepare yourself with spells Cloudkill, Contagion and ray of sickness. The ray of sickness is at a level equal to your intelligence modifier. Use your intelligence 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.

Rebuild the Flesh

Starting at 13th level, your knowledge of Medicine and Machine has reached a new plateau. If a creature is not too far gone, you can bring them back to life or regenerate a limb. You may now prepair yourself with the spells Grater restoration, Regenerate and Heal without material components. use your intelligence 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 level you may cast the true resurrection spell as a 18-hour ritual spell once per day provided the Brain was Preserved. The subject 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 also as a Tech-priest Dominus, is a senior 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 vast and potent military secrets of the Dark Age of Technology, particularly the ancient technology of combat robots, the Battle-Automata. To them the pursuit and preservation of the arcane mysteries of science and circuit are of far greater worth than petty wealth, worldly power or the lives of their fellow men.

A Tech-priest Dominus may live for many standard centuries or even millennia, prolonging their life through arcane science and progressive cybernetic conversion, willingly becoming something other 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 entire 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 intelligent species eradicated and expunged from the history books.

These feats they accomplish not through diplomacy, but via the relentless, merciless application of firepower, for it is they that command the Mechanicus' Skitarii Legions, Electro-priesthood and Legio Cybernetica.

The vaunted rank of Dominus is bestowed only on those of the Cult Mechanicus with a true talent for war; those who believe the supremacy of the Machine God is to be proven at every opportunity. Though they are as likely to hail from the laboratories of the Magos Biologis as they are from the war halls of the Magi Militarum, each is an expert in weapons arcana.

To them the secrets of the battlefield are laid bare. Every bullet's ballistic trajectory, every las-pack's current capacity and every battle engine's optimal 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 arrays even as they visit destruction personally upon the foe.

None are safe, for a Tech-priest Dominus can tear the Machine Spirit from a super-heavy tank even as he blasts its infantry escort to coiling wisps of steam. To augment their own formidable weaponry, the contents of the vast 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 cult.

Chanticals of the Omnissiah

Starting at 1st level, 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 cant can last up to 10 rounds provided the dominus can speak, to continue the chant. 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 chant is detailed below. You may only maintain one Chant at a time. You may initiate a number of chants between rest equal to your Wisdom modifier. You regaining the uses of this feature after preforming a long rest.


Incantation of the Iron Soul Each target 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 range of this chant, has a bonus to all Melee attack and melee damage rolls equal to your Wisdom Modifier.


Benidiction of the Omnissiah Each target within the range this chant, has a bonus to all Ranged attack and ranged damage rolls equal to your Wisdom bonus.


Shroudpslam Enemies attacking any target within range of this chant has disadvantage on all ranged attack rolls made.


Invocation of Machine Might Each target within the range of this chant, temporarly removes all levels of exhuastsion and Gains your Wisdom modifier in Temporary hit points each round.


Litany of the Electromancer Once per round when this chant starts and during this Chant any Creature that starts or ends its turn within range of the chant takes an amount of lightning damage 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 new one at levels 10,15 and 20

Lord of the Machine cult

Starting at 9th level any friendly cult Mechanicus, Tech priest, Techmarine, construct 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 level 13 this increases to 20ft and again to 30ft at 17th level.

Mecha-dominator

Starting at 13th level any vehicle or construct 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 level this increases to 60ft.

Arch Magos Dominus

Staring at 17th level You are immune to the effects of Charm and Fear Conditions. Furthermore A number of times equal to your Wisdom modifier, you may cast the Dominate Monster spell on a vehicle in range the DC of the save is equal to 8 + you proficentcy bonus + your Wisdom modifier. You regain uses of this feature after you complete a long rest.

Fabricator

A Fabricator is a master Techpriest set to the tasks of crafting advanced technological devices like all Tech priests but a fabricator knows, the allot about making the most of the materials they use to amplifying the Actions of the devices they create. often looked at as Techno Magi, you never know what device they will use next.

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 chosen weapon of the Omnissiah ant the machine cult.

Expert Fabricater

as you continue to Create devices you get better making them easier and more powerful.

At 1st level Your DC to build a Device is reduced by 5 and gain Extra Gear.

Extra Gear: you may now own double 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 tech Priest for use with rapid reconfiguration.

Scavenger

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

Enhanced Device

Starting at 9th level, Each divice that has a recharge after short rest may be used twice before 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 minimum time it would normaly take.

At 17th level when you expedite a creation. it costs the minimum required cost and you may expidite one more creation per long rest.

High Fabricator

Starting at 17th level, you may pass an amount of skill check when creatin a device equal to your inteligence modifier. you regain uses of this feature after you preform a long rest.

Cybernetica Datasmith

A Cybernetica Datasmith is a specialist rank of Adeptus Mechanicus Tech-priest who programs the Kastelan Robots of the Legio Cybernetica at the maniple level, often having to do so in the thick of battle. They have access to the dizzying array of weapons and arcana of their Forge World's arsenals, which they use in defence 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 level, you gain a Robotic construct which you control via telepathic link. Discuss the cost and time required to acquire this construct with your DM. You can only 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 level, 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 target that attacked you.

Battle class Upgrade

At 9th level, your Battle Class robot gets the the Multi Attack feature, your robot 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 class robot which you control via telepathic link. Discuss the cost and time required to acquier this construct with your DM. You can only control a single Robot at a time. Use the Kastelan Robot Stats in chapter 4 Vehicles .

Coordinated Attack

Beginning at 17th level, you and your robot form a Perfect fighting team, one that the Omnissiah would be Proud of. When you use the Attack action on your turn, if your Robot can see you, you may Use your bonus action to have you robot make one attack agains the same target.

Skitarii Trooper

The Skitarii (sing. Skitarius), also 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 ever greater feats. Reticules and calibrators pick out targets with uncanny accuracy, Galvanic Rifles bark and servitor-bullets find the skulls of the foe.

Rad Weapons borne with martyr's strength turn the battlefield ever more toxic until it is as 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 columns of rust-ants that hunt the dunes of Mars.

Their boundless faith in the Machine God and His physical incarnation, the Omnissiah, drives them on without sleep. Their meditations on divinity are rest enough.

Once contact is made with the enemy their pace does not slacken, yet neither does it increase. With the barest of shivers the Skitarii receive doctrina imperatives from Tech-priest masters in orbit. 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 often accompany high-ranking Tech-priests and Magi as their bodyguards. Skitarii also serve as the armed forces that defend the Mechanicus' Explorator vessels that explore the galactic frontier.

Prerequisites To be a Skitarii Trooper you must be Cult Mechanicus

Skitarii safeguard the massive war engines of the Centurio Ordinatus as well as Titans on campaign from boarding actions and prevent hostile forces from reaching the war engines' dead zone, where its main weapon batteries are useless.

A number of Titan Legions maintain their own Skitarii detachments for this purpose, 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 following 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. \columnbreak
  • Tools: Tech tools
  • Saving Throws: Dexterity, Constitution
  • Skills: Choose 2 skills from Acrobatics, Athletics, Intimidation, Investigation, Perception, Technology

Equipment

Skitarii starter kit

Combat Protocol

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

Ranged

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

Defense

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

Dueling

When you are wielding a melee weapon in one hand 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 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 roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

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

Mobility

You gain +5 ft 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 level.

Reconstruction Bionics

At 2nd level 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 equal to 1d10 + your Mechanicus, Trooper level. Once you use this feature, you must finish a short or long rest before you can use it again. this ability is separate from your racial Bionics ability.

At level 9 you gain 1 more use of this feature.

Enhanced Actuators

Starting at 2nd level, you can push your robotic body beyond its normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, 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 rest, but only once on the same turn.

Advanced Protocol

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

Extra Attack

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 and to four when you reach 19th level in this class.

Robotic Resistance

Beginning at 7th level, you can re-roll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

You can use this feature twice between rests starting at 12th level and three times between long rests starting at 18th level.

Trooper Doctrine

Ranger

A Skitarii Ranger of the Adeptus Mechanicus is a hunter of sentient creatures in the same way that Tech-priests are hunters of knowledge -- the enemies of the Omnissiah in particular. Skitarii Rangers are the unstoppable cyborgs of the Skitarii Legions that do not rest until the bloody deed is done, for they are driven ever onward 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 course of solar weeks or even months until it can run no more. Once the designated target is in their crosshairs, the air fills with the thump and crackle of Galvanic Weaponry, even as the Skitarii continue their restless advance. The stink of electrocuted corpses is never far behind.

As with so much of the Cult Mechanicus' business, the truths of the Skitarii's creation are kept a close secret. 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 origin, all find a fanatical faith in the Omnissiah soon after their inception. It is then that their true transformation begins.

Without exception the Skitarii have pallid bodies of puckered flesh and sutured cybernetics. Ceramic valves and adamantium sockets stud hard knots of translucent muscle. In imitation 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 inviolate alloy. Even the brains of these warriors are grotesque hybrids of grey matter and twisting neurocircuitry. One who looked for consistency in Skitarii augmentations would be sorely disappointed. A soldier of the Mechanicus may have a punchcard skullslot and leather bellows for lungs, whilst at the same time housing quantum bioware in his brain. It is often said that were one of these enhanced warriors to be rendered down, traces of nearly every element 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 order to satisfy his masters' predatory curiosity.

The most blessed of Skitarii pass a point called the "Crux Mechanicus," their body more machine 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 iron that replaces their flesh.

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 body has been replaced by a new robotic 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 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 command says so.

  • 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 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

Hunter Protocols:

While this protocol is active you gain the Snipe ability

Snipe: As an action you may choose to fire a single shot regardless 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 additional Damage dice when rolling for damage. Increase the extra damage by in additional 2 damage dice at levels 6, 10, 14 and 18.

Rapid Fire Protocols:

While this protocol is active you gain +2 additional attacks when firing a rapid fire weapon within is rapid fire range.

Ballistic Protocols:

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

Terrain Protocols

At 5th level you have data on a particularly 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, desert, forest, grassland, mountain, swamp, Urban or the Underground. You gain the following benefits when traveling for an hour or more in your favored 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.

Advanced Terrain Protocals

At 9th level you have more advanced data on you favored terrain and of more terrain types. Choose a second favored terrain. While in your favored terrain, either the one you already had or the one you gain from this feature, you gain the following 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 level you may Re-roll a number of critical misses Equal to you Intelligence modifier. You regain all uses of this feature 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 roll has advantage against you while you aren't Incapacitated.

Vanguard

The Skitarii Vanguard, informally 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 operating 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 previous body has been replaced by a new robotic 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: 20 Dex: 16 Con: 16 Int: 18 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 command says so.

  • 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 fire 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 damage from years of frontline combat, Any creature that starts its turn within 5 feet of you has to make a constitution test DC 10 or be Poisoned. the poisoned condition last until the creature goes farther then 5 feat from you then they take a test at the end of each round until passed if the poisoned condition lasts for 10 consecutive 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 core to lethal levels. Gain the Rad Flux ability

Rad Flux: As an action you may choose to sacrifice an amount of HP up to a maximum of 10, if you do all creatures in the range of you unstable core must immediatley make a new test if the test is failed deal an amount of poison damage equal to how much HP you used, on a pass they take half as much. At level 14 you may sacrifice up to 20 HP and at level 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 amount of radiation leaking from your core is very lethal. the longer an individual is poisoned by your unstable core they will start to have other side effects from the lethal radiation poisoning them, refer to chart below for the duration of time between tests for new conditions take place when a new condition arises the creature will make a test against the effect at a DC located on the chart Below, if the test is passed, the target will retest in the same amount of time it waited before the failed 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 member of perhaps the most sinister of the Adeptus Mechanicus' Skitarii warrior clades, for their neurostatic bombardment robs their victims of their senses. When hunting, they emit a white noise that fills the visual, auditory and even olfactory spectrums with static, leaving their foes all but helpless before the killing begins.

Tall and slender, Sicarian Infiltrators pick their way across the battlefield with the stilted grace of spearfisher birds. They were not always this way, however, for each Sicarian is far from whole -- not in spirit, nor in body.

As with their Ruststalker brethren, every Sicarian Infiltrator was once a warrior of the Skitarii who, in the pursuance of the Cult Mechanicus' agenda, was blasted limb from limb, extensively burned or otherwise dismembered. During the data-harvest at a battle's end, if these fallen are judged still fit to serve the Omnissiah, they are not incinerated but instead taken back to the augmetic slabs.

There they are given a new lease on life by the addition of slender but powerful metal limbs. Technically speaking, all the Magi Biologis need to create a Sicarian is a head, a torso and some limb stumps, though a detachment from emotion and a knack for inspiring fear is vital 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 body has been replaced by a new robotic 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: 18 Dex: 18 Con: 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 command says so.

  • 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 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

Assault Protocols:

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

Stalker Protocols:

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

Lethal Protocols:

While this protocol is active you. you Score critical hits on a natural roll of one better then you would have normaly needed.


Furthermore at level 1 you gain the Sneak attack feature see homebrew features in this book.

Lethal Strike

At 5th level, gain the Lethal strike ability , this replaces your sneak attack feat.

Lethal Strike: you know how to strike with deadly precision and exploit a foe's distraction. Once per turn, you can deal an extra 4d6 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.

You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.

At 10th level, the Lethal strike damage is increases to 6D6, 8D6 at level 14, 10D6 at level 18.

Robotic Reflexes

At 9th level you get uncanny 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 nimbly dodge out of the way of certain area Effects, such as a red dragon's 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 only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Nerostatic Pulse

At 13th level, you can emmit a puls of nerostatic energy that may disrupt enemys nearby, gain the Nerosttatic puls feature below. you may use this feature a number of times equal to half your Inteligence bonus, you regain uses of this feature after you complete a short rest

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 condition.

At level 18 you may use this a number of times equal to your Inteligence bonus.

Stealth Feild Generator

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

Imperial Assassin

The Officio Assassinorum is a highly secretive 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 deadly disciples of the Officio Assassinorum strike fear in the hearts of even the most savvy, battle-hardened of Imperial warriors.

Assassins are typically deployed alone wherever feasible, having been trained to operate extensively behind enemy lines with no support. Given the sheer potential political power of this Adepta and the fact that its operatives are known to have been used against rival High Lords of Terra in the past, the authorization to assassinate a target must come from the very highest echelons of Imperial command. For this reason, Assassins are watched very closely to make sure that they are under the control of the Imperium.

Almost 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, save for the Eversor Temple. The Eversor Temple does not maintain a single headquarters and instead keeps its operatives in cryo-stasis on a variety of secret starships and space stations that are scattered across Imperial space and maintained on high-alert for the assignment 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 following class 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 foe's distraction. Once per turn, you can deal an extra 1d6 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.

You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don'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 level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Cunning Action

Starting at 2nd Level, 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.

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 level.

Ability Score Increase

When you reach 4th level, and again at 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't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases by when you reach 11th level.

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 nimbly dodge out of the way of certain area Effects, such as a red dragon's 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 only half damage, you instead take no damage if you succeed on the saving throw, and only half damage 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 chosen Skills until they approach perfection. Whenever you make an ability check 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 level, you gain a hightened awarness and mental strength, you gain the Blinsence and slippery Mind features below.

Blindsence: if you are able to hear, you are aware of the location of any hidden or Invisible creature within 10 feet of you.

Slippery Mind: You gain proficiency in Wisdom Saving Throws.

Death Strike

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

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No Attack roll has advantage against you while you aren't Incapacitated.

Assassins Gift

At 19th level, you have an uncanny knack for succeeding when you need to. If your Attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat The D20 roll as a 20.

Once you use this feature, you can't use it again until you finish a short or Long Rest.

Assassin Temple

Temple Callidus

The all-female Assassins of the Officio Assassinorum's Callidus Temple are the most subtle of the Imperium of Man's secret operatives, specialising in deceit and the use of artful deception to accomplish their objectives, usually assisted in their bloody tasks by the shape-changing Polymorphine drug.

The Callidus Temple's devotion to cunning and subtlety is often used on those missions where overt interference by the Imperium in a situation would upset the intricate balance 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 mockery of the Emperor of Mankind's justice whilst appearing to do no wrong. Those Imperial or planetary officials that use diplomacy, bribes and corruption to further their positions play a dangerous game within the corridors of powers.

The vast majority of missions undertaken by Callidus Assassins involve infiltrating a Chaos Cult or other heretical organisation 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 regular 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 form of a wider range of humanoids.

Although they are not typically fielded with a larger army on the field of battle, 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 usually achieved by the assassin killing an isolated patrol or enemy unit and then assuming the form of one of those slain through the use of Polymorphine (also acquiring the armour and wargear of the deceased to complete the disguise).

Callidus Assassins are the most secretive and least understood of the Officio Assassins, as their usefulness would greatly diminish if their capabilities were more widely known. They are usually tasked with their missions on the order of the High Lords of Terra at the request of the Inquisition, especially the Ordo Hereticus, although as stated above, less frequent missions from the other Ordos are also undertaken.

To achieve the exacting tasks assigned to it, the Callidus Temple specialises in the use and development of the shape-altering drug Polymorphine to enable its Assassins to undergo dramatic physical changes, altering their appearance to assume the features of any humanoid (of whatever gender). This then enables the Assassin

to infiltrate organisations or enemy bases and eliminate their assigned target with little opposition. The Callidus Temple is highly skilled in such deceptions, and often its work is not detected until the Assassin has already made a clean getaway.

The Callidus Assassins usually impersonate someone in a close position to, or holding influence with, the target. For example, a trusted advisor to a Chaos Lord, or the nursemaid to a child prophecised to cause much pain to the Imperium.

All of the Assassins of the Callidus Temple are trained in the use of Polymorphine. With this specialised drug alone a Callidus Assassin may masquerade as any human being she may choose, from a beautiful young woman to a crippled old 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 alien races, like the Orks and Aeldari.

These implants consist of flex-cartilage and hardened synthskin, similar to that used in the Black Carapace gene-seed organ of the Space Marines. When the Assassin is in their normal form 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 form of an Ork, or the lithe and graceful form of an Aeldari.

Callidus Assassins can impersonate members of humanoid alien species, including the Kroot, Orks and, in at least one legendary case, a Genestealer Hybrid. The implants are often permanent, and restrict the Assassin solely to impersonations of that species. It should be noted that more humanoid species like the Eldar, Dark Eldar, and by inference most likely the Tau can be mimicked without implants through the sole use 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, almost 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 can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy 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 weakness ability below.

Studied Weakness: if you have observed an enemy for at least a minute, you can reliably strike at a target’s weak points. When you roll damage as part of lethal 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 level you may cast the spell Polymorph Spell (Funamancy), with the following 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 use of the Plolymorph spell that was used between your last rest.


At level 18 you may use this a number of time equal to you whole Inteligence insteed of just half.

Impostor

Starting at 13th level you gain the ability to unerringly mimic another person's speech, writing, and behavior. 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) check you make.

Advanced Polymorphine Injection

Beginning at 18th level you may cast the spell True Polymorph Spell (Biomancy), with the following 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 time. 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 temple is Exitus Acta Probat, "the Outcome Justifies the Deed." Vindicare operatives are the most skilled snipers in the Imperium of Man and are usually directed to assassinate targets who are believed to have been possessed by daemonic entities or to have been corrupted by the Ruinous Powers of Chaos.

The most prominent feature of the Vindicare Temple of the Officio Assassinorum is that it trains its subjects to near-perfection in the art of marksmanship; they aim to kill the Emperor's worst enemies with a single bullet. In addition to the art of sniping, Vindicare Assassins are also 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 only be made from the best position. Indeed, Vindicare Assassins have been known to occupy a position for days, or even weeks, before taking their shot.

The Vindicare are often employed in eliminating individuals for the Imperium who are suspected of harboring daemonic entities. The hope is that they can eliminate the host before the daemon is able to manifest itself on the material plane. Characters of great charisma, many false prophets and false messiahs among them, have fallen to the Vindicare's bullet, most commonly whilst they are preaching their false beliefs to their followers and spreading heresy against the Imperium. Upon this swift, brutal, and yet simple death, the erstwhile followers of such a Heretic soon become disheartened and afraid. Countless heresies against the Imperium have been prevented with a single, well-aimed shot where legions of men would have failed.

The Vindicare are often employed in eliminating individuals for the Imperium who are suspected of harboring daemonic entities. The hope is that they can eliminate the host before the daemon is able to manifest itself on the material plane. Characters of great charisma, many false prophets and false messiahs among them, have fallen to the Vindicare's bullet,


most commonly whilst they are preaching their false beliefs to their


followers and spreading heresy against the Imperium. Upon this swift, brutal, and yet simple death, the erstwhile followers of such a Heretic soon become disheartened 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 level, 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 almost hibernatory state over the next hour you fall into a meditative state as long as you remain still. In this state you do not need to eat, sleep, drink urinate or deficate you only breath a shalow breath once every minute and your heart beats once every minute. you are fully 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 time you have taken this test for each hour. if you fail you losse you position and need to reset the clock.

Furthermore, Gain advantage with the Stealth Skill checks.

Chamelionic Armor

Starting at 7th level, Gain a chemelionic armor, with chameleonic armor creatures have disadvantage on perception checks to see. If you do not move for a minute or more you are invisible as long as you remain still. 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 minute.

A kill for the Emperor

starting at 10th level you gain a + 10 to the first shot fired after you end you Meditative Hybernation, if you hit add 2 damage die to the damage of the shoot.

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 extensive fire property as if it didn't have that property.

Lethal shot

Starting at 17th level 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 gruesome of the many temples that train Imperial Assassins for the Officio Assassinorum. The Eversor Assassins specialise 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 employ of the Imperial Inquisition's Ordo Malleus, Eversor Assassins are used to solve the problem when the indelible taint of Chaos is believed to have spread throughout the ruling elite of an entire Imperial Adepta or planetary government.

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 just a single target. His mission will be to rip the heart out of the Chaos insurgency, wreaking havoc and destruction. Such brutality ensures that the Heretics are totally cleansed and that no would-be successors may take over. The sheer terror left behind in the wake of an Eversor Assassin's onslaught ensures that none will dare to oppose the will of the Imperium again.

The Inquisition's Ordo Hereticus has also been known to make use of Eversor Assassins from time to time. The Ordo Hereticus uses Eversor Assassins to eliminate the entire top echelons of Imperial Adeptas or planetary governments that are believed to have become heretical 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 failed wisdom save the target is Frightened. distance becomes 15 feet at 9th level 30 feet at 13th and 60 feet at 17th. You must remain within the creature sight in order to mantain such condition. The DC Save is 8 + Charisma bonus + proficiency bonus. The creature has disadvantage on the Saving Throw if you have attacked and hit it in the last 10 rounds.

Your worst Nightmare

At 7th level you have learned how to inflict damage to the mind through the use of fear, Choose a creature you have effected with you Product of fear ability. you are a constant 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 addition, the target takes 1d4 psychic damage every hour, over the course of the 24 hours provided you make contact with the target every hour, by no means may this damage be healed and they have disadvantage on save to resist fear 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 max of 10D10

I am always watching

By the 10th level you know how to shape fear itself. You can create a copy of yourself which moves independently from you but always obeys to you. The copy 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 copy as if it were you. The copy last for up to 24 or until a new copy is used, You can use this ability only once per short or long rest.


Furthermore, gain a Fear Caster ability below.

Fear Caster: you may cast the Phantasmal Killer a 5th level Illudamancy spell, a number of times equal to half your Charisma bonus (rounded down to a minimum of 1). You regain all uses of this feature 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 scary that some cant even run and attempt 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 target is Stunned until for one round, but if the creature failed it takes 2D10 Psychic damage and is stunned taking a new test at the end of each of its turns, until passed

Fear Stalker

At 17th level, Gain the following 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 feared orders of the Officio Assassinorum and its Assassins have been described by Aeldari Warlocks as nothing short of the embodiments of pure evil. Even amongst the upper echelons of the Officio Assassinorum this temple is always viewed with extreme caution.

The reason for this is not because of the way that the Culexian Assassins carry out their operations, or the heinous 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 innate savagery, cunning or combat skills. First and foremost, potential candidates are chosen to be Culexus Assassins because they are born with an extremely rare human genetic mutation called the Blank Gene -- which means they have no presence within the Warp like all other sentient beings, and thus no soul.

Even normal humans find the presence of a psychic Null extremely disturbing, but the effect is most pronounced on psykers, who find Pariahs genuinely terrifying, as though staring into a hole in the universe when they use their Witchsight.

It is hardly surprising that Pariahs are often treated like outcasts or lepers in Imperial society, rejected by their parents and banished from their homeworld's local settlements. Local superstitions on many worlds often warn about touching them, saying that to do so would bring bad luck. Resigned to their fate, many Pariahs lead simple, solitary existences, as far away 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 useful 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 entire helmet is designed to look as 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 abilitys to wheild the Animus Speculum. When whering the animus, you gain the below ablitys

Auspex Array: Gain a + 2 to all Perception skill checks and gain a + 2 to all attack rolls.

Rebreather: you can now breath underwater.

Nightvision: you gain dark vision out to 60ft. and lowlight out to 120ft.

Furthermore, you do not take damage when your racial anti-magic feild cancels a spell.

Arcane Eye

At 7th level you gain acsess to your Arcane Eye of the Animus Speculum, this enables the Culexus Assassin to focus there potent negative psychic energy through a single eye that is emitted as powerful blast at the Assassin's will. Such a blast is capable of burning out a target's brain. While lethal to anyone, it inflicts particularly terrible damage on psykers, daemons and psychically-active creatures, whose psychic defences crumble quickly before its onslaught. You may now use the abilitys below.

Psy bolts: Gain the eldrich blast cantrip, it deals Psychic damage insteead of force.


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 10th level, you may now focus your negative warp energy into a blast. You may now use the ability below.

Psy blast: As an action you may focus you negative 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 half. You may use this ability a number of times equal to half your Inteligence bonus, you regain all uses of this ability after you preform a long rest.


Furthermore, If the a target of this ability has the ability to cast spells this ability deals double damage to that target. at level 13 you may use this ability a number of time equal to you whole Inteligence insteed of just half and the cone size increases to 30ft.


the damage of this ability goes up by 1 dice at levels 10, 13 and 17th to a max of 10D8.

Animus Upgrades

At 13th level, The Arcane Eye of the Animus Speculum can also draw power from nearby psykers who use the Warp as a power source. The weapon also serves as a form of psychic restraint, dampening the Culexus' own negative psychic aura and preventing it from affecting any nearby allies as strongly. gain the following 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 user, As a bonus Action you may attempet to take a Spell slot of level 2 or greater if this is done you replenish one charge of your Arcane eye ability. If the target is friendly he may willingly give you the spell slot but if the target is not willing the may make a Wisdom save DC equal 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 level 2 slot you still sap a level 1 spell but it does not have the power to replenish a use of Arcane Eye. This may be done a number 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 creature 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 effect.

Combatant

The combatant is the standard fighting 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 mercenary taking jobs for coin, even Gangers from a hive city whatever it may be they are not someone 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 following 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 specialty. At first level 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 you make with ranged weapons.

Defense

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

Dueling

When you are wielding a melee weapon in one hand 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 attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

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

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

Mobility

You gain +5 ft movement.

Martial Path

At 1st level, you choose a path that you train your combat styles and techniques. Choose Crusader, ministorum Priest, sister of silence, Mercenary or Gunslinger, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level 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 harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your combatant level. Once you use this feature, 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 level, you can push your robotic body beyond its normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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’t increase an ability score above 20 using this feature.

Extra Attack

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.

Resiliant

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t 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 level 20 .

Crusader

A Crusader is a holy warrior of the Adeptus Ministorum who is recruited for his or her unflagging devotion to the God-Emperor. Most are inducted into the ranks of the Ecclesiarchy from a Schola Progenium, selected for their deep faith in the Imperial Creed and the Emperor.

To be chosen to become a Crusader is a great honour, though it leads not only to a gruelling life of asceticism and martial perfection, but also inevitably to an unmourned death in battle against the forces of heresy and apostasy.

Nonetheless, 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 stalwart melee warrior whose place is in the heat of battle, surrounded by his foes.

It is improbable that a Crusader's fate will differ greatly in an Inquisitor's service. Some Inquisitors recruit Crusaders from the honour guard of the Cardinals Crimson -- that most mysterious 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 perhaps within the ranks of the famed Adepta Sororitas. In fact, several Crusaders have risen to become Inquisitors themselves in time, though they almost always begin their careers as staunch Puritans, as might be imagined.

Inquisitors are not the only ones who recruit the martial prowess of Crusaders. Ecclesiarchy priests often gather a band of bodyguards to assist them in the execution of their duties (and Heretics). Known as Battle Conclaves, these groups are necessarily small.

Anything larger would breach the prohibition of "men under arms" as laid down in the Decree Passive that prohibited the Ecclesiarchy from raising its own military forces in the wake 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 archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. the list of maneuvers are on in chapter 5, Rules.

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 expended superiority dice when you finish a short or long rest.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Defence of the Imperium

At 7th level, you gain the slatwart and the Defender abilitys below.

Guard: you stand as a powerful obstacle to those who wish to harm you or others close to you. While you hold a shield, you can use a reaction when a creature within 5 feet of you makes an attack. That creature rolls with disadvantage.

Prepared: As the guard of the battlefield, you cannot always be a brute. You have to be alert as a sentinel. You can Dodge 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 combat, 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 regard to a number of the following 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 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.

Enduring

Starting at 15th level you gain 2 x your Intelligence modifier extra Seperiority dice and you gain the block 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 level, when you roll initiative and have no superiority dice remaining, you gain an amount 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 flung edges of the galaxy. Missionaries spread their belief in the divinity of the God-Emperor across the long-settled worlds of the Imperium, as well as to recently rediscovered human-settled planets. They also sometimes take a more active role in defending the Emperor's realm and accompany the Adeptus Sororitas into battle. These men and women serve as the front line of the Ministorum, guiding the newest followers of the God-Emperor in their day-to-day prayers and observances.

There are many types of Missionary: from the young, fervent hopefuls who spread the word of the Imperial Creed with little guidance and support 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 back the frontiers of the Emperor's holy domain.

The oldest Missionaries are instinctive 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 new Imperial colony is founded, a Missionary must journey to that world to take responsibility for its spiritual enlightenment, using whatever tools are most expedient. For some colonies, the Missionary's responsibility can be limited, as other servants of the Ecclesiarchy participate in the colonisation effort. For newly recovered human worlds, the task is often far more challenging.

In these instances, the Missionary must first absorb and learn the ways of the native society 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 support. As the sole representative 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 traction within the planet's culture rather than trying to violently overwhelm the local 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 belief 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, violent actions or could take long-term planning. A Missionary might also have to design a system for a far more gradual conversion process. 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 only arrives Terran centuries or millennia later. Ideally, the foundation the first Missionary creates opportunities for future Missionaries to exploit in the signs and prophecies the first leaves behind, ensuring that even if he cannot succeed in his lifetime, the Imperium will triumph long after his death.

The precise tenets of the Creed that Missionaries espouse can vary substantially. Some are generous to a fault, granting the Emperor's pardon and mercy for past crimes, while winning the population over with charm and assistance. Those who follow this path are often more dependent upon their impassioned speech and vast body of knowledge. Others pursue a more militant course, often with the assistance of particularly zealous converts or even the forces of the Astra Militarum. Missionaries who employ this conversion pattern might initiate a holy war against the planet's native religions or they might use the power of the Imperium as a tool while they ferret out threats to humanity. Still others work from the shadows, acting to subtly introduce the Imperial Creed so that the inhabitants never truly realise a change 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 spreading of the faith.

  • 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 cannot speak, a deafened creature can not benefit from a Hymn either.

War Hymn: Imperial creatures within 30ft of you gain a +1 to attack rolls and an extra 1d4 to all damage rolls excluding Psychic Powers.

At level 10 this increases to +2 Attack and a + 1d6 to damage rolls

Cenobyte Retinue

Starting at 7th level, you gain a retinue 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 modifier. 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 amount 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 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 complete.


Furthermore, at Level 14th you retinue can have a number of Cenobyte servitors equal to your Whole Intelligence modifier instead of half.

Emperor Protect Us

At 10th level, you gain the Protection Hymn Below, you may only have one Hymn active at a time, 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 number of dice per long rest equal to your Wisdom modifier.

High Priest

At 18th level, Your make Imperial Creed abilities are now doubled, use the Enhanced versions below from now 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 order of Imperial Witch Hunters tasked with hunting down rogue psykers and other psychic threats across the galaxy. They also help to enforce the Imperium's rigid laws on the use 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 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 prominence 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 terrible danger to the people of the newborn Imperium of Man and to oversee the tithe of psykers from every Imperial world to Terra.

Also 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 dark void between the stars upon the dreaded Black Ships during the Great Crusade, the Silent Sisterhood was the enforcer 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 primary 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 beneath the Imperial Palace, the sovereign and sole domain of the Emperor and His household 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 Imperium.

They disappeared from Imperial history for nearly 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 disaster.

Though officially disbanded after the Age of Apostasy in the 36th Millennium, many enclaves of the Silent Sisterhood still fought for the Imperial cause, albeit in a more secretive and elite capacity than before.

With the resurrection of Roboute Guilliman as the Lord Commander of the Imperium after the birth 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 archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

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 maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also 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 expended superiority dice when you finish a short or long rest.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Pariah Control

Staring at level 7 you no longer take damage when you counter a spell with you racial anti-magic field and you may restrict your antimagic aura to 5ft or effecting just 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 combat, 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 regard to a number of the following 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 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 intelligence modifier against a studied target for 24 hours after you studied them.

Pariah Blast

Starting at 15th level you gain 2 x your Inteligence modifier extra Seperiority dice and you gain the Pirah Revolte ability below.

Pariah Blast: Anytime you anti magic feild cancels a spell or nulifies damage aginst you you deal 2d10 psychic damage to the caster.

Combat Tested

Starting at 18th level, when you roll initiative and have no superiority dice remaining, you gain an amount of superiority dice equal to your Inteligence.

Rouge Trader

Rogue Traders, originally called Rogue Traders Militant during the era of the Great Crusade and the Horus Heresy, are unique and powerful human individuals who serve as a combination freelance explorer, conquistador and interstellar merchant for the Imperium of Man. They are hereditary Imperial servants and nobles, given a starship, a crew, and sometimes a contingent of Space Marines (in very rare cases) or troops of the Astra Militarum and carte blanche to roam those worlds of the galaxy that still lie beyond Imperial control or knowledge.

In their task 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 later incorporated into the Imperium by official Adeptus Mechanicus Explorator fleets and expeditions of the Imperial Navy and Astra Militarum. Other times they find empty or alien-dominated planets ripe for colonisation, conquest or exploitation by the Imperium -- and themselves

The bearer of a sacred Warrant of Trade that empowers him to journey beyond the boundaries of the Imperium to trade, explore, and make war in the God-Emperor’s name, a Rogue Trader is a unique figure in the grim darkness of the Imperium. He may be a newly entitled power on the rise or hail from a long lineage of nobles and voidfarers, but all bear their titles with pride, striking out into the unknown in search of fortune and glory.

A Rogue Trader is a power unto himself in the dark voids, master of all he surveys―at least as far as his force of arms and sharpness of wits can press the claim. A Rogue Trader can be many things but whether standing as diplomat before a planetary ruler, cutting a shadowed deal in a station undercity, bellowing orders amidst an armed host set upon plunder, or striding the bridge of a mighty starship, they remain one thing above all -- free.

Often, Rogue Traders come from a dynasty of great leaders and visionary commanders, with a renowned (or darkly infamous) lineage stretching back millennia. Other times, they are from younger, more dynamic families, often coming from the ranks of the Adeptus Terra, the Imperial Navy, or the Astra Militarum. Whatever their origins, all Rogue Traders are first and foremost masters of their own fates, and upon their shoulders can rest the success or failure not only of their endeavours and their bloodlines, but of countless future generations and, often, the fortunes of entire worlds.

Despite the fact that the weight of such responsibility is his to bear alone, a Rogue Trader invariably surrounds himself with a coterie of allies and retainers. No Rogue Trader can undertake his mission alone, for no man or woman can be master of every single aspect of trade, exploration, exploitation, and war. As a result, all of the most successful Rogue Traders have the ingrained ability to recognise the value of others and their motivations and, as a leader, are able to utilise every weapon and ability in their human arsenal to their full potential.

Though he must rely on others for the most specialised of skills (not to mention certain needful resources), it falls to the Rogue Trader to know how and when to exercise his own judgement and how to delegate where needed. He may not steer the helm of his void 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 of a newly discovered world.

Rogue Traders must always look to their own abilities and protection, regardless of the power of their allies, for there will always be those envious of their power and station, and countless rivals to their goals. As a result, most have a penchant for the very 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 fiendishly cunning personal force field generators of alien manufacture beneath a gaudy uniform. None are ever unarmed, bearing, even aboard their own vessels, minute Digital Weapons and other implements of destruction. However they outwardly comport themselves, Rogue Traders must be supremely confident in their own abilities, and able to walk away from even the most desperate situation somehow having profited from their perilous adventure, even if that profit must be counted purely 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 level, Any Rouge Trader is worth their salt and will have a bit of a cocky attitude, but only the best know how to use that pride to push themselves beyond their limits.

At 3rd Level you gain access 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 level you have 2 + your charisma bonus Ego points, and you get an additional 2 at levels 7, 10, 15, 18.

Any Ego ability that requires a saving throw uses the following formula.

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 action. The creature you target has advantage on their next 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 next attack roll or ability check. If they do not use this benefit before the end of their next turn, it is lost.

Any Ego points spent are returned after you take a long rest. At 10th level, they return at a short or long rest

Contract Negotiation

Also at 3rd level, you have managed to find the proper wording and tactics to get the most out of a contract. When taking a job or contract, you may make a Persuasion (Charisma) check with advantage against the target’s Insight (Wisdom). On a succesful check, you may get 25% more money when being paid. You may also make an Insight (Wisdom) check with advantage when reading any sort of contract to determine any sort of misleading information 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 realm and well worth your price.

As a bonus action, you may enter a state of heightened ability as your confidence and self assurance pushes you across the battlefield. While in this state 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’t use it again until after you finish a long rest.


Furthermore your unbridled machismo never stays down for long. Additionally, you have developed your bargaining skills over time and may now get up 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 somewhat of reputation in the land. 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 following effects.

Legendary Ally: You may select a number of allies equal to your charisma modifier within 30 feet of you. If these allies can see or hear you, they gain 1d8 + Your Charisma Modifier in temporary hit points, and have advantage on saving throws against being frightened or charmed for 1 minute. You may select yourself as one of the allies. During that 1 minute, you may spend another Ego point to re-apply the Temporary HP to the same allies, so long as they can still see you and are within 30 feet of you

Dreaded Foe: You may select a number of Enemies equal to your Charisma modifier 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 only use their action to dash, and must try to get as far away from you as possible, through the safest route. They may repeat the saving throw at the end of each of their turns. Enemies that succeed on this saving throw can’t be affected by it again for 24 hours.

furthermore, You now regain expended ego points from a short or long rest.

Proving a Point

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

Best in the Galaxy

At 18th Level, you expireance has brought you confidance to a new level, those around you will take notice to you, whther the want 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 short rest.

Gunslinger

A gunslinger stick to his tried and true firearm its the thing that always seem to get them out of the tight spots you seem to find your self in. most gunslingers travel with rouge traders seeking a more thrilling gunfight or become a gun for hire in some hive city.

When you choose this Martial Path gain Proficiency in Acrobatics, Perception, Tech and Dexterity saves.

Furthermore you become Proficient with all Revolver Weapons.

Grit and trik shot

When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.

Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.

You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point 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 creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.

Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s 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 initiative rolls. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

Acurate

At 10th level, your firearm attacks score a critical hit on a natural roll of one better the you would have needed, and you regain a grit point when you crit with an attack roll.

Hemorrhaging Critical

Upon reaching 15th level, whenever you score a critical hit on an attack with a firearm, the target must pass a constitution save DC 8 + your profecientcy bonus + your Wisdom bonus, on a fail the target suffers an additional half of the damage from the attack origanal attack at the end of its next turn.

Hardened Gunslinger

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

Trick Shots


Bullying Shot: You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point 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 point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

Deadeye Shot: When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.

Disarming Shot: When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Forceful Shot: When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw 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’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

Violent Shot: When you make a firearm attack against a creature, you can expend one or more grit points to enhance the efectivness of the attack. If the attack hits, you can roll one additional weapon damage die per grit point 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 hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

Bleeding shot: If this attack hit the target the target take 1D6 damage 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 simply refered to as Scum or Hive Scum, Desperado's are often renowned criminals, Killers, and bodyguards who have had many brushes with Imperial authorities. Due to possessing a wide variety of skills related to criminal or subversive activities, Inquisitor's will sometimes recruit Desperado's (willing or otherwise) into their retinue

The Warrior focuses on the Development experience honed to deadly perfection. Those who model themselves on this martial path combines rigorous Training with physical excellence to deal devastating blows.

When you choose this Martial Path gain 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 hit on a roll 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 jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Versitile Fighter

At 10th level, you can choose a second option from the Fighting Style class feature, you may pick another at levels 15 and 20

Superior Critical

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

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain Hit Points equal to 5 + your Constitution modifier if you have no more than half of your Hit Points left. You don'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. Even Terra has a huge number of gangs formed from the destitute non-adept population.

Hive world gangs are often part of the powerful rival families or clans of the hives. Some gangs (known as brat gangs) are from the young nobility of hive world cities, which descend to attack the lower-level gangs. Powerful lower level gangs are sometimes legitimized by the Planetary Government as the hive world's planetary defense forces, in order to keep down the most anarchic elements, and even to defend the planet if it is attacked. From there they may be recruited into the Imperial Guard.

Hive gangs often assume a name reflecting whatever they identify themselves with, such their territory, environment or fighting style. On the hive world of Tellus, for instance, 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 days of a gangers life will consist of working the streets and fighting with other gangs to earn respect enough to earn a following of underlings, that will aid in your criminal enterprising.

When you choose this brawler type you gain Proficiency in Intimidation, Persuasion, Deception and Charisma saves.


Furthermore you become Proficient with the following weapons and they become Brawler weapon Bat, Punching dagger, Brass Knuckles, Crowbar, Sledge hammer. you also 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, deception or intimidation check (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 positive or negative effects on your reputation 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 level, You gain an amount Gangster equal to half your Charisma bonus (rounded down to a minimum of 1), refer to NPC minions section 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 auto weapons and all simple and martial weapons. If a gangster dies you can procure a new member within an amount of time 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 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 complete. 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 command squad. The Ogryn may use sheilds, all Simple and martial melee weapons and auto cannon.

Under Boss

At 15th level, you are so well known in the undercity affiliations you gain advantage on all intimidation, persuation and deception rolls made on any undercity affiliate you also gain a 25% off discount at undercity supliers. but you have disadvantage on any ability check made to avoid being recognized


Furthermore you may have a number of gangsters equal to your whole Charisma bonus Instead of half.

Underlord

At 18th level, 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 fighting, Ranging from street fighters to Monks and Martial Artistas to the Scavvies that dont have the means to arming themselves properly 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 someone 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 following 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

Unarmed Fighter

Your practice of unarmed combat gives you mastery of how you use unarmed strikes and Brawler Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.

You gain the following benefits while you are unarmed or wielding only brawler Weapons and you aren't wearing medium or heavy armor or wielding a Shield.

• You may use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and Brawler Weapons.

• You may roll a d4 in place of the normal damage of your Unarmed Strike or Brawler weapon.

• When you use the Attack action with an Unarmed Strike 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 also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.

Certain Brawler styles use specialized forms of the Brawler Weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a Sickle with a shorter, straighter blade (called a kama). Whatever name you use for a Brawler weapon, each Brawler style has a list of different brawler weapons you my use

Brawlers Grit

Starting at 2nd Level, your Training 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 short or Long Rest, at the end of which you draw all of your expended brawlers grit back into yourself.

Brawler Techniques

You can spend Brawlers grit points to fuel various Brawlers techniques. You start knowing two such features. You learn one additional Brawler techniques at levels 6, 10, 14, 18.

Some of your brawlers features require your target to make a saving throw to resist the feature's Effects. The saving throw 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 unarmed 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 stunning strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.

Accurate Strike

You may use 1 Brawlers Grit to gain advantage on your next attack.

Knock out

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

Deadly strike

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

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 creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice 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 action you may spend 2 Brawlers grit point 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 action, if you want to increase the potency when it is active you must end it and repay the cost for the AP you desire.

Brawlers Style

At 3rd level, you choose a Style that you train your brawlers styles and techniques. Choose Jugernoght, Martial Artist, Psy Monk or Street fighter, all detailed at the end of the class description. The archetype 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’t increase an ability score above 20 using this feature.

Extra Attack

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 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 harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your combatant level. Once you use this feature, you must finish a short or long rest before you can use it again.

At level 11 you gain 1 more use of this feature and another at level 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 level, You gain a permanent +2 to your constitution score and your maximum constitution can be 22.

This increases to + 4 at 18th level, and your maximum 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 cost of 5 brawlers grit per condition removed.

Gritty fighter

Starting at 15th level, Whenever you stat an initiative with no Brawlers grit you gain an amount equal to you constitution bonus.

Savage Brawler

At 19th, when you roll damage for a unarmed or Brawlers weapon attack, you can reroll the damage dice and use either total.

Juggernaut

The Juggernaut is a Unstopabble fright train 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 dumb Juggernaut will always find a home as some body guard of a big name ganger of a well knows bouncer at a Habb location 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 shove attack you push and knock the target prone. If you fail the athletics test your target pick either to be knocked prone or Pushed back 5 ft.


Furthermore. gain the crushing Impact feature below.

Crushing Impact: If you move your max movement in a stright line and then make a shove attack, you You deal 2D8 Force damage damage to the target and half as much if the shove 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 shove attack and you gain the bullet train feature below.

Bullet Train: if you move double you movement in a stright line and make a crushing impact you may use D12's for the damage dice insteed of D8's.

Menacing Wall

starting at 10th level 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 result of this, you may as a reaction you may attempet to frighten that creature. That creature must may a Wisdom saving throw DC 8 + your proficientcy bonus + your Constitution or be frightened taking the test at the end of each of there turns until it is passed.

Destructive Charge

Starting at 14th level you gain the Disorienting charge and headbutt features below.

Paralyzing blow: after dealing damage with crushing charge the target must make a Constitution save DC 8 + your proficientcy bonus + your Strength bonus, on a fail the target is paralyzed for 1 round. if the test is passed the target is stuned for 1 round.

Headbutt: you may cause a destructive charge without having to move during your turn. you may use this a number of times equal 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 level You gain resistance to all damage with the exception of radiant and necrotic. and you may you may use the head but feature a number of time equal to your whole constitution score rounded down to a minimum of 1.

Martial Artist

Martial artis focus on a codified systems and traditions of combat practiced for a number of reasons such as self-defense; competition; physical, mental and spiritual development; 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 following weapons and they become Brawler weapon nun-chuk, sai, katana, tanto, tonfa, Kama, fan, halberd, long spear.

Unarmored Training

Starting at 3rd level you gain the unarmored defence 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 level, you gain the ability to move along vertical surfaces and at 18th level you can move across liquids on Your Turn 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 damage you take by an amount equal to five times your Braler level.

Evasion: your instinctive agility lets you dodge out of the way of certain area Effects, such as a blue dragon's lightning


breath 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 instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Open Hand Technique

Starting at 10th Level, you can manipulate your enemy’s. Whenever you hit a creature with an unarmed attack, you can impose one of the following Effects on that target this may be done onces per turn.

  • 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 following 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 level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can spend 4 brawlers grit to start these imperceptible vibrations, which last for a number 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 same plane of existence. When you use this action, the creature must make a Constitution saving throw. 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 effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Scavvy

Scavvies are humans who exist in the lowest reaches of the hive cities, where the effluent of industry makes its way downward and pollutes the environment. This is also a region where the rule of the Imperium holds little influence and so there exists little rule of law and even less support 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 even encroaching into cannibalism in order to stay alive.

A typical Scavvy appears how one would expect any human who lives in extreme poverty to appear. They have a very poor complexion of almost yellow skin, due to the build-up of pollutants, the lack of sunlight, and disease. They also often have wasted and/or deformed limbs, probably due to poor healthcare or birth defects.

Despite these outward defects, it is important to note that Scavvies are not necessarily 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 order to survive. Yet due to the isolation and their anti-social behaviours, these groups invariably consist of several families that are severely inbred, no doubt increasing their rate of degeneration.

Yet loyalty to their family is not a common trait held by scavvies, and thus the group is held together through a combination of brute force and underhandedness by the strongest male of the pack. Even then, the largest groups do not often 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 several Scavvy packs into a single tribe, which no doubt will have dispersed once again upon their deaths.

Scavvies cannot organise themselves well enough to occupy or operate any territory that they might inhabit, which may or may not be a result of their lack of education. Thus any location that they move their base camp to will quickly accumulate garbage and filth, becoming highly contaminated due to their disgusting way of life.

Yet despite this lack of managerial organisation, they are cunning enough to plan raids and ambushes. Even the more successful leaders among them begin make-shift racketeering or "tax" operations through intimidation of the more well-to-do hive dwellers.

Also, most of the Scavvy leaders have the foresight to bring support with them whenever they go into battle and will round up even less fortunate hive dwellers and goad them into battle as fodder.

When you choose this brawler type you gain Proficiency in Stealth, Sleight of Hand, Deception and Dex saves.


Furthermore you become Proficient with the following weapons and they become Brawler weapon ** Industrial Weapons, Power pick, weapons**. you also gain Proficiency with all stub and auto weapons but they do not count as Brawler weapons.

Dirty Fighter

Starting at 3rd level if you should find your self in a ruff spot you know how to survive by any means. You gain the Sneak Attack feature located in the homebrew 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 front of you. each creature in the cone must make a dexterity save, 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 point to attempt a low blow. The target must succeed on a Constitution saving throw or be Stunned and Prone until the end of your next turn and the target is poisoned for an amount of rounds equal to your Dexterity bonus.

Ear Clap

When you hit another Humanoid creature with a Unarmed Attack, you can spend 1 Brawlers Grit point to attempt a ear Clap. The target must succeed on a Constitution saving throw or be Defend for an amount of rounds equal to your dexterity bonus.

Fish Hook

When you are grappled with a creature, you can spend 1 Brawlers Grit point to get advantage on you next Strength (athletics) skill checks made in a grapple.

Vanish

You can spend 1 brawlers grit to take the hide action as a Bonus action 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 someone, alternatively you may use your thieves’ tools to Disarm a trap, open a lock, or take the Use an Object action.

you also gain the ability to climb faster than normal, climbing no longer costs you extra Movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Evasive Nature

Starting at 10th Level, you can nimbly 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 only half damage, you instead take no damage if you succeed on the saving throw, and only 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’s damage against you.

Scavvy Reflexes

Beginning at 14th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any Combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10. You can’t use this feature when you are surprised.

Scavvy luck

At 18th level, you have an uncanny knack for succeeding when you need to. If your Attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat The D20 roll as a 20.

Once you use this feature, you can’t use it again until you finish a short or Long Rest.

Rouge Psyker

Rogue Psykers are Human Psykers that now 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 completely insane. Their powers are completely out of control, capable of causing mass destruction but also 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 level, you now have the ability to cast Psychic powers, this is the same 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 pick up through experimentation 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 additional 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 also shows what the level of those slots are all of your Spell Slots are the same level. To cast one of your power of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest. You may not cast a spell of level 6 or higher more than once in a day.

For example, when you are 7th 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 table 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 power 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 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 you rCharismam 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 modifier

Rouge Psyker

At 3rd level You gain the eldrich blast cantrip. This spell does not count toward your cantrips known.

Furthermore, you may have Your unarmed Strikes can deal Psychic damage instead of Bludgeoning. If you GM should allow it when you gain a Mutation you may instead 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 list 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 touched trait.

Warp Charges

You have 2 warp charges, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more warp charges than shown on the table for your level. You regain all spent Warp charges when you finish a Long Rest.

Warp Manipulation

At 3rd level, 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.

Psychic Shield

Starting at 6th level, your Psionic abilities protects you from harm. Your body 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’t 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 ranged or thrown weapon. You may use this reaction, the damage you take from the weapon attack is reduced by 1D10 + your Intelligence modifier + your level.

Psychic Shield

At 14th level, 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 1D4 and add the result to your AC until the start of your next turn, the triggering attack is also subject 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 or long rest. At 16th level the radius of this ability is 30ft

Brutal Psyker

At 18th level, your warp powers a unbridled and raw. You gain an additional 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 Man who have been deformed from the baseline Human phenotypic state by genetic mutation. This mutation can be caused by environmental factors like ionising radiation or by exposure to the raw psychic power of Chaos.

These people are destined to become the outcasts and lower classes of Imperial society. They are shunned and are often hunted down and killed as the Imperium has little tolerance for any who deviate from the divine perfection of the baseline Human form in mind or body.

Mutation is actually considered a heretical crime against the Emperor of Mankind by Imperial authorities because of its connection to sympathy or worship of Chaos.

Human mutants are often terribly misshapen creatures, abominably deviating from the normal Human form. On the other hand, not all mutants are degenerate beasts; many only 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 planetary environments over many generations, exposure to the psychic energies of Chaos can also lead to rampant mutation.

Because those who secretly worship the Chaos Gods as Chaos Cultists are known to be granted mutational "gifts" by their dark masters, physical mutation can be an indicator of inner spiritual corruption by Chaos.

This is another reason that all mutants are considered suspect by the Imperium's authorities and are greeted as general social pariahs by almost everyone else across the Human-settled galaxy.

Navigators are also considered mutants, but may have been intentionally created through the use of genetic engineering in the distant past, during the Age of Technology to make it possible for Mankind to use the Warp-Drive effectively over long distances for interstellar travel.

Because they are absolutely vital to the Imperium's commerce and defence, they, alongside 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 following weapons and they become Brawler weapon Martial Weapons you also 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 book. If you GM should allow it you may pick from the Chaos Mutations lists as well and you may use one Mutation to gain a Chaos Mark

Furthermore You gain one new mutation at levels 5,10,15 and 20

Brutal Beating

Beginning at 7th level, you may spend a brawlers point to add a damage die to the damage roll made this may be determined after the hit succseds.

Primal Roar

Starting at 10th level, you learn to rally others to Violence with a bellowing 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 start of your next turn.

Once you use this feature, you can’t use it again until you finish a Long Rest. You may spend 5 Brawlers Grit to regain the use of this feature

Frightful Appearance

At 15th level, you can use your action to frighten someone 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 end of your next turn. On subsequent turns, you can use your action to extend the Duration of this Effect on the Frightened creature until the end of your next 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 saving throw, you can’t use this feature on that creature again for 24 hours..

Mutated Beast

At 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total 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 witch is a Imperial planetological classification for a Human-settled planet whose population is composed of nomadic 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 assistance of advanced technology or even agriculture in some cases and the population is usually quite low as a result, ranging from 100,000 to 5,000,000 people.

This may be due to an ancient failed Human colonisation project from the Dark Age of Technology, ingrained religious preferences, cultural choice, harshness of the environment or some other reason.

Feral Worlds, like their Feudal counterparts, will have little direct political or economic interference from the Imperium and will pay only the lowest grades of planetary tithes, their tithe grade usually given as Solutio Tertius. Feral World populations may be aware of the Imperium's existence 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 colonisation, either due to the circumstances which drove the natives feral or because the natives themselves actively resist new people settling on their lands.

The people of Feral Worlds can range widely in culture, from Grox-hunting Stone Age tribes of ancestor worshippers who only recognised the Emperor of Mankind in the most rudimentary of ways, to wild-eyed, post-apocalyptic road warriors, fighting endlessly amongst the toxic, sand-strewn ruins of their civilisation.

Feral Worlders might leave their planet, either taken as part of manpower tithes or as part of an Inquisitor's warband, but still retain the primal essence their upbringing provided.

The harsh 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 experience in war.

Occasionally the inhabitants of Feral Worlds have been pressed into the service of the Astra Militarum when their world lay inside a war zone, and the chosen warriors have been given rudimentary training in the operation of laser or stub-weaponry. It is more common, however, for Feral World natives to be selected for the various 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 following class 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 starter kit

Savage Rage

starting at 1st level, you fight with Savage ferocity. On Your Turn, you can enter a Rage as a Bonus Action.

While in the rage, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on strength 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 class table.

  • You have resistance to all damage 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 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action.

Once you have raged the maximum number of times for your Feral World Savage level, 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 unlimited at Level 20.

Danger Sense

At 2nd Level, you gain an uncanny sense of when things nearby aren'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 can't be Blinded, Deafened, or Incapacitated.

Vicious Attack

Starting at 2nd Level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.

Feral World Savage Path

At 3rd level, you choose a Feral World Savage path that you life 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 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.

Extra Attack

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 by 1 when you reach 11th level in this class.

Fast Movement

Starting at 5th Level, your speed increases by 10 feet while you aren't wearing Heavy Armor.

Savage Instinct

By 7th level, your instincts are so honed that you have advantage on Initiative rolls.

Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your primal rage before doing anything else on that turn.

Savage Being

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage 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 additional dice at 13th level and three additional dice at 17th level.

Savage Endurance

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature 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 Primal rage is so fierce that it ends early only if you fall Unconscious or if you choose to end it.

Savage Being

Begining at 19th level, 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 path you gain Proficiency in Survival, Warp/Arcana, Nature and Wisdom saves. If you are already proficient in any of these you may pick one to have expertise 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 level, you now have the ability to cast Psychic powers, this is the same 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 experimentation 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 additional cantrips as you level, see cantrips column 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 also shows what the level of those slots are all of your Spell Slots are the same level. To cast one of your power of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest. You may not cast a spell of level 6 or higher more than once in a day.

For example, when you are 7th 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 table 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 level for which you have power 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 Wisdom 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 Wisdom 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 Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Witch

At 3rd level 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 instead gain a Mark of Chaos.

Warp Touched

At 3rd level when you become a Witch you gain one warp touched trait of your chioce, you gain more as you level, this is noted in the warp touched column. The list of Warp Experiments is in chapter 4, the warp under the warp 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 touched trait.

Warp Charges

You have 2 warp charges, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more warp charges than shown on the table for your level. You regain all spent Warp charges when you finish a Long Rest.

Warp Manipulation

At 3rd level, 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 damage you do and you no longer have disadvantage on concentration checks when you are raging.


Furthermore, at level 10 when in a rage and you take the attack action on your turn, you may use one of your additional attacks to instead cast a cantrip with a casting time of 1 action.

Primordial Wrath

At 10th level, your Elemental spells increase in potency when you are raging. each spell listed below has the following changes while you are in a Primal 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 level, each time you rage you cast the Primordial Ward spell and it lasts until the end of the rage, (note you will gain Immunity after each time you are hit by a new source of damage

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 only 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, rage is a means 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 primal rage, you thrill in the violance of battle, heedless of your own health or well-being.

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 frenzy feature below you.

Frenzy: When you choose to rage you may choose to make it a frenzied rage. If you do so, 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 level of Exhaustion (as described in Conditions).


Furthermore, at level 10 this feature becomes Devestating Frenzy, during the frenzy you also 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’t be Charmed Frightened or Routed while raging. If you are Charmed, Frightened or Routed when you enter your primal rage, the effect is suspended for the Duration of the rage.

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone 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 end of your next turn. On subsequent turns, you can use your action to extend the Duration of this effect on the Frightened creature until the end of your next 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 saving throw, you can’t use 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 reach, you can use your Reaction to make a melee weapon Attack against that creature.

Devistating Beserker

At 18th level, While raging, you have resistance to all damage except psychic damage and you deal + 12 bonus damage instead of +6.

Techno Barbarian

Feral World Savage that live in the underbellys of Hive citys or on the outskirts of the empire in the savage planetary watses, are known as the tecno barbarian, the name is given because as they often raid settlements, the tecno barbarian picks up a bit of imperial tech as they loot the settlements. Often refered to as Raiders, junkers or Scavs. Tecno barbarian 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 as savage as some of the others forming indipendat nomadic tribes of scavengers. the empire tollarates this as to not intice a war on some of it industrial hive worlds.

When you choose this Tribesmans path you gain Proficiency in Survival, Intimidation, Technolagy and Inteligence saves. If you are already proficient in any of these you may pick one to have expertise 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 heavy armor and you may still gain the benifits of Primal Rage and Unarmored movement.


You may still 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 section 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 so, for the Duration of your rage you can make a single ranged weapon Attack as a Bonus Action on each of your turns. When your rage ends, you suffer one level of Exhaustion (as described in Conditions).


Furthermore, at level 10 this feature becomes Devistating Gunzerk, during a the Devistating Gunzerk you also score a critical hit on a natural roll of one better the you would have needed.

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone 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 end of your next turn. On subsequent turns, you can use your action to extend the Duration of this effect on the Frightened creature until the end of your next 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 saving throw, you can’t use this feature on that creature again for 24 hours.

Reactive Shot

Starting at 14th level, when you take damage from a creature that is within your reach, you can use your Reaction to make a ranged weapon Attack against that creature.

Devistating Gunzerker

At 18th level, While raging, you deal + 12 bonus damage instead of +6.

War Rigger

War Rigger are Feralworld savage that have knack for machinery mainly Tinkering and fixing vehicals and constructs, Most tecno barbarian tribes have War Rigger.

When you choose this Tribesmans path you gain Proficiency in Survival, Intimidation, Technolagy and Inteligence saves. If you are already proficient in any of these you may pick one to have expertise in it


Furthermore you become Proficient with all Stub and Auto Weapon.

Mechromancer

Begining at 3rd level You get a Construction Kit, The construction Kit has 2 parts this first is a Maintenance kit with 10 uses, the second part is Artificers Kit with 5 uses. You also gain the Maintenance Rituals Feature, See below

Maintenance Rituals: As an action you may expend one use 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 range. This increases by one d12 at levels 7, 11, 15 and 20. th DC increases by 5 each time you use this feature on the same Vehicle unless that vehicle has preformed a short rest. If you fail the Artificers tool check it still consumes a use 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 other shoulder, nether one of these count toward your allowed 2 Spinal Augmetics.

Rebuild the war Rigg

Starting at 10th level, your knowledge of Mecheinery has reached a new plateau. If a Vehicle or Construct is not too 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 total HP.

Crushing Grasp

At 14th level, you have learned to push your servo arms to their limits. Your unarmed strikes with your mechanical arms now use a D10 for their damage die, you have also discovered how to concentrate Force energy. Once per turn on a hit with one of your unarmed strikes you can choose to do an additional damage die if the target you hit is grappled by you. You also gain the ability, once per turn, to instead of dealing this additional bludgeoning damage, attempt to stun the target. On a successful unarmed strike, the target must roll a Constitution saving throw, on a failed save the target suffers the stunned condition.

You have a limited number of uses on the stun part of this feature, equal to 1/2 your Intelligence modifier (rounded up). All expended uses recharge after you have taken a short or long rest.

Destructive war Rigger

At 18th level, you get the bonus damage die from your Crushing grasp feature on both of your unarmed attacks if they hit and you may use the stun a number of charges equal to your intelligence mod per short or long rest While raging, you have resistance to all damage except psychic and force damage.

Asuryani

The Asuryani ("children of Asuryan" in the Aeldari Lexicon), also called Craftworld Aeldari as they were named before the fall of their lost realm, or the Eldar as they were long known to outsiders, are an ancient humanoid alien species whose vast empire once extended the width and breadth of the known galaxy, but who now live on vast, city-like starships called craftworlds.

A Craftworld is a vast, planetoid-sized spacecraft populated by the highly advanced humanoid species known as the Eldar. The Craftworlds travel through the void of space at sublight speeds, carrying the greater remnant of the Eldar race after their Fall. Each Craftworld is a self-sufficient, independent realm with its own distinctive culture. 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 similar skeletal core lies at the heart of most Eldar constructions and every one of their spacecraft. In function, this core is similar to the blood vessels and nervous system of a living creature, pumping life-giving energy around the body and also 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 power. The invasive rib-like structures carry this energy throughout the entire length and breadth of the vessel.

In a very real sense, the Craftworld is a living entity, powered by psychic energy and responding in an organic way to the stimuli of psychic forces. The power contained within it can be expended as light and heat, and most ship-board devices could not actually function without the wireless psychic power grid that runs throughout the substructure 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 collective serving as the source of the great vessel's power--and its ghostly sentience.

The Aeldari Empire was without equal, and they counted themselves masters of the stars. But millennia ago, the Aeldari's overweening pride and their fall into hedonistic practices led to a cataclysm that all but eradicated their kind and led to the birth of the Chaos God Slaanesh.

Despite their boundless power, the heart of their civilisation was torn out by this catastrophe of their own making, 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 commerce and trade that they named craftworlds. Now the Asuryani cling to survival by a thread, fighting the horrors of the galaxy with ritualised discipline and consummate skill.

The Aeldari species has a long and complex spacefaring history, so long in fact that little is known for certain about the course of their physical evolution and early planet-bound existence. The original Aeldari homeworld was destroyed during the catastrophic collapse of the Aeldari civilisation known as the Fall of the Aeldari.

The remnants of Aeldari culture that survived the cataclysm among the Asuryani preserved much of their species' history in the form of traditional stories, songs and dance. Written records, monuments and visual records were almost completely destroyed except for a few instances where they were taken aboard voidcraft fleeing from the doomed 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 following class 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

Battle Focus

In battle, you fight with Focus and cunning. On Your Turn, you can enter a battle focus as a Bonus Action.

While in the battle focus, you gain the following benefits if you aren't wearing heavy 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 damage roll. This bonus increases as you level as seen on class table.

  • you gain advantage on all saves to resist the effects of charmed, 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 haven't attacked or effected a Hostile creature or effected a friendly creature since your last turn. You can also end your battlefocus on Your Turn as a Bonus Action.

Once you have battle focused the maximum number of times for your Asuryani level, you must finish a Long Rest before you can Battle focus again. You may battle focus 2 times at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

Asuryani Focus

At 2nd level, you choose a Aeldari focus that you focus and train in. you Pick a Aeldari focus 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 level.

Sixth Sense

At 2nd Level, you gain an uncanny sense of when things nearby aren'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 can't be Blinded, Deafened, or Incapacitated.

Patient Defence

At 3rd Level, you may take the dodge action as a bonus action.

Furthermore you gain a + 1 to your AC, this increases by 1 at level 8, 14 and 20.

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’t increase an ability score above 20 using this feature.

Extra Attack

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 by 1 when you reach 11th level in this class you may attack two extra times.

Cunning

By 7th level, your instincts are so honed that you gain you wisdom bonus to all Initiative rolls.

Additionally, if you are surprised at the beginning of Combat and aren'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 level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's 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 only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Adamant Focus

Beginning at 11th level, your battle focus is so tuned, that it ends early only if you fall Unconscious or if you choose to end it.

Unyielding

Starting at 13th level, your battle focus can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while you're in a battle focus and don't die outright, you can make a DC 10 Wisdom saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or Long Rest, the DC resets to 10.

Purge body and mind

Starting At 15th level, you can use your 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 equal to your wisdom bonus you regain uses of this after you preform a long rest

Perfect Body

Starting at 17th level your Aeldari body and mind is so tuned that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however it will be in about 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 also have Resistance to all damage. or you can cast the Astral Projection spell, without needing material Components. When you do so, you can't take any other creatures with you. this may be done a number of times per long rest equal 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 defence of their homes.

In times of peace the Guardians pursue their normal civilian roles. All adult Asuryani, however, are trained in the arts of warfare and can be called to arms if their craftworld is threatened.

It is a painful irony that, in the Aeldari species' endless quest for survival, the very civilians the warhosts fight to protect are all too often forced to take up arms. Every Aeldari is trained and ready to fight as a Guardian 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 simply too few to meet all threats, those Aeldari dedicated to a civilian Asuryani Path serve as Guardians in battle, forming the bulk of the Craftworlder Aeldari armies.

Guardians are also called upon to pilot and crew the majority of the Aeldari's many war machines, providing vital armoured support and transportation for the warhost in battle.

Guardian forces consist of two main types; the tactically flexible Guardian 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 proficient in any of these you may pick one to have expertise 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 battle focus you double you extra damage during the focus.

Exarch Traits

At 6th level, you gain the the folowing abilitys.

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 level. Once you use this feature, you must finish a short or Long Rest before you can use it again.

Indomitable: you can re-roll a saving 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 moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or Long Rest before you can use it again.

Exarch Endurance

At 9th level, you gain two features one extra use of Indomitable ability

Exarch Action

At 14th level, you gain gain the Extra Attack (3) and one extra use of the Action surge 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 wind per short 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 point in their lives, they begin to show a passion for the intricacies of command as well as strategy. They do not believe in victory being achieved by simple martial excellence in the heat of the battlefield but that the true path lies in holding a wider vision whilst directing a war host in achieving the most lethal as well as efficient manner. Thus, they walk the Path of Command that leads to a burning obsession where they see each mission and battle being part of a much grander battle plan. Inspiration and guidance comes to them from the mythical 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 proficient in any of these you may pick one to have expertise 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 range gains the aura effect you have active, you may only have one aura active at a time, provided you are conscious and can speak you Start with the Tactical precision and Expert team command aura. you may switch Auras as a bonus action.

At levels 6, 10, 14 and 18, your Command range increases by 5ft to a total of 30ft.

Tactical Percision: Any Aeldari creature you wish Within you command Aura range, 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 range, may add your Charisma Modifier to all there skill checks made.

Battlemaster

At 6th level you can empower your allies, gain the Rights of battle and Battlemaster command aura. Furthermore your command aura sphere increases to 15ft.

Rights of ballte: Any Aeldari creature 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 command 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 aura. Furthermore gain your command aura sphere increases to 20ft

Seize the Initiative: Any Aeldari creature you wish Within your command Aura may add your Charisma Modifier to all of there Initiative checks.

Furthermore You may have 2 Active Auras applying both effects.

Wise Commander

By 14th level, a creature may add your charisma modifier x 2 to any aura's instead of just your charisma modifier and you gain the Wise Commander command aura.

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 creature you wish Within your command Aura may add a D10 to all attacks damage roll.

Farseer

A Farseer is the most potent and respected 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 way as the Exarchs are wed eternally to the Path of the Warrior. A council of the most powerful Farseers generally governs a Craftworld. Farseers possess a wide diversity of psychic specialities with divination being the most common skill. They are most often known for using their vast 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 wake of the Fall.

When you choose this Asuryani Focus you gain Proficiency in Warp/Arcane, History, Insight and Charisma saves. If you are already proficient in any of these you may pick one to have expertise 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 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 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 additional cantrips as you level, see cantrips collumn of the Farseer. Cantrips may be cast without having your spell tomb and do not use any pages within it.

Power Slots.

The Farseer powers table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these spells, you must expend a power slot of the spell’s level or higher. You regain all expended power slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level power slot available, you can cast shield using either slot.

Spell Runes Known. You know 4 1st-level powers at 2nd level. The Spells Runes Known column of the Farseer table 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 level for which you have power slots. Whenever you level up you may swap out a power with one with a level 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 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 Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Smite

At 2nd level You gain the Eldrich blast cantrip and it deals Lightinig damage instead force. This spell does not count tword your Rune spells known.

Rune Attunment

At 2nd level, your deep understanding and advanced studies of the warp allow you to manipulate the warp in different ways. This is represented by power runes, which allow you to create a variety of different Effects.

Runes of Empowerment

You have 3 Runes of Empowerment, and you gain one additional point every time you level up until level 12 then it goes up by 2 each level, to a maximum of 30 at level 20., to a maximum of 22 at level 20. You can never have more Runes of Empowerment 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 additional Spell Slots, or sacrifice Spell Slots to gain additional Runes of Empowerment. You learn other ways to use your power runes as you reach higher levels.

Creating Spell Slots. You can transform unexpended 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 table shows the cost 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 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 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 manipulation section of this book. You gain another one at 6th, 10th, 14th and at level 18 you know all of them.

Seer

Starting at 2nd level 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 level, your ability too glimps the future as a Farseer gives you a unatural ability to see attacks coming even in areas you don't focus much 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 also be used to to ignore an attack from a Blast, engulf, 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 normal and you still use a charge of this item. You regain all charges of this after completing a short rest. you gain one additional charge of this at level 10, 14 and 18

At level 14 both you add your whole Charisma bonus to dex saves.

Rune Recovery

Starting at 10th level, when you are casting a spell, you may apply one of the below features. This my be done a number of time per day equal to half you Charisma modifier (rounded down to a minimum of 1). you regain all uses of this feature after you complete a long rest. This increases to your whole Charisma bonus instead.

  • Re-roll a Spell attack roll. This must be done before success is resolved

  • Make a creature re-roll a save that passes against one of you spells

Eldritch Flexibility

Beginning at 14th level, You begin to display an increased amount 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, the cost of creating a spell slot is now a number of sorcery points equal to that spell's level.

Master Diviner

At level 18, The Farseer may cast one Divination spell per spell level without using a Rune power slot of that level.

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 combat. The ornate helmets worn by Warlocks in the field are kept in the shrines of the Warrior Aspects as a sign of the close link between Warlocks and their former status as Warriors. A Warlock can only attain that status by returning to the Aspect Shrine that he once belonged to and receiving his helmet from the shrine's Exarch as part of the same blood-ritual undergone by Aspect Warriors.

A Warlock not only learns the use of the psychic runes of war but also how to wield the Witchblade, a powerful Eldar Force Weapon. Witchblades writhe and twist with living runes of the Eldar Lexicon that focus the inherent power of the Warlock's mind into destructive psychic energy using a helical psychic matrix that runs through the core of the blade. In the hands of a Warlock, a Witchblade strikes with a devastating burst 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 souls of the Eldar's enemies. Though not as psychically powerful as Farseers, few of the psykers found among the other intelligent species of the galaxy can equal the arcane might of an Eldar Warlock or match their combat prowess 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 proficient in any of these you may pick one to have expertise 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 focus on a limited number of Disciplines equal to your Charisma modifier, from the following Telepathy, Telekinesis, Pyromancy, Hydromancy, Electromancy, Galimancy, Divination, Biomancy and Iludamancy

Cantrips

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

Power Slots.

The Warlock powers table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these spells, you must expend a power slot of the spell’s level or higher. You regain all expended power slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level power slot available, you can cast shield using either slot.

Spell Runes Known. You know 3 1st-level powers at 2nd level. The Spells Runes Known column of the Warlock table 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 level for which you have power 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 Intelligence 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 Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Smite

At 2nd level You gain the Eldrich blast cantrip and it deals Lightinig damage instead force. This spell does not count tword your Rune spells known.

Rune Attunment

At 2nd level, your deep understanding and advanced studies of the warp allow you to manipulate the warp in different ways. This is represented by power runes, which allow you to create a variety of different Effects.

Runes of Empowerment

You have 1 Runes of Empowerment, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more Runes of Empowerment


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 additional Spell Slots, or sacrifice Spell Slots to gain additional Runes of Empowerment. You learn other ways to use your power runes as you reach higher levels.

Creating Spell Slots. You can transform unexpended 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 table shows the cost 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 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 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 manipulation section of this book. You gain another one at 6th, 10th, 14th and at level 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 attack action on your turn, you may use one of your additional attacks to instead cast a cantrip with a casting time of 1 action.

Psychic Interference

Beginning at 10th level, you can use your reaction and your mastery over your mind slow down or redirects an attack. When you are hit from a ranged 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 attack to any creature within 30/60ft. Make a ranged spell attack against the new target. On a hit, the target takes damage equal to the amount of damage that was negated plus your Intelligence modifier.

You have a limited number of charges on the Redirect part of this ability, equal to half your Intelligence modifier (rounded up). All expended uses recharge after you have taken a long rest. At 15th level you may use this a number of times equal to your intelligence mod per long rest.

Psychic Shield

At 14th level, 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 1D4 and add the result to your AC until the start of your next turn, the triggering attack is also subject 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 or long rest. At 16th level the radius of this ability is 30ft

Psychic Rebuke

At level 18, Your Runic Warp magic has grown more powerful and is now capable of protecting you when ever you are attacked. Anytime you are attacked with a melee attack, You can use your reaction to deal psychic damage equal to half your level + your Intelligence modifier to the attacker. This can only be used a number of times per long rest equal to either your intelligence modifier.

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 living and the dead, ensuring the wisdom of the past remains available to those still able to influence the present. In time of war, the Spiritseers entreat the souls of the dead to empower Wraithguard and Wraithlord constructs, using the dead to protect their living kindred.

When an Eldar dies, his or her Spirit Stone is reverently 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 souls of the past Eldar already present within the Craftworld's structure. The resulting gestalt psychic entity is known as the Infinity Circuit, and is an integral part of a Craftworld's life, subtly providing guidance to the living Eldar dwelling within the Craftworld and protecting them against Warp-spawned perils.

With the souls of the deceased "trapped" within the Infinity Circuit, and with their numbers dwindling rapidly, the Eldar eventually turned to their deceased kin as a source of knowledge, wisdom and in time of dire crisis, even combat assistance. The Spiritseers are those Eldar who walk the Path of the Seer who specialise in communing with the spirits of the dead 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 extremely taxing. Depending on the spirit's past life and manner of death, it might be cooperative, but often is either unresponsive, racked with grief, jealous of the still living or even malicious. The Spiritseer must adapt himself to commune with the intended spirit without being refused or even worse, possessed. Another, more subtle danger of this Path is that the Spiritseer must be self-possessed enough to always ask and never demand assistance 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 living, is a practice considered anathema amongst the Eldar, who view it with the same loathing that humans reserve for necromancy. It is for this reason that many Eldar view Spiritseers with some suspicion. Although the line between spiritseeing and necromancy is sometimes very fine, the Spiritseer must always remain aware that the dead must only give assistance to the living willingly. The combined pressures of resisting the dead and enduring the cultural censure of the living makes the Path of the Spiritseer an uneasy road that few Eldar dare walk.

When you choose this Asuryani Focus you gain Proficiency in Warp/Arcane, History, Religion and Wisdom saves. If you are already proficient in any of these you may pick one to have expertise 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 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.

Wriath Runes

Aeldari Warlocks focus on a limited number of Diciplines you may choose, from the following Telekinesis, Telepathy, Necromancy, Biomancy and Illudamancy

Cantrips

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

Power Slots.

The spiritseer powers table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these spells, you must expend a power slot of the spell’s level or higher. You regain all expended power slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level power slot available, you can cast shield using either slot.

Spell Runes Known. You know 4 1st-level powers at 2nd level. The Spells Runes Known column of the spiritseer table 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 level for which you have power 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 Intelligence 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 Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Smite

At 2nd level You gain the Eldrich blast cantrip and it deals Necrotic damage instead force. This spell does not count tword your Rune spells known.

Rune Attunment

At 2nd level, your deep understanding and advanced studys of the warp allow you to manipulate the warp in diferent ways. This is represented by power runes, which allow you to create a variety of different Effects.

Runes of Empowerment

You have 3 Runes of Empowerment, and you gain one additional point every time you level up, until level 12 then it goes up by 2 each level, to a maximum of 30 at level 20. You can never have more Runes of Empowerment 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 additional Spell Slots, or sacrifice Spell Slots to gain additional Runes of Empowerment. You learn other ways to use your power runes as you reach higher levels.

Creating Spell Slots. You can transform unexpended 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 table shows the cost 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 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 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 manipulation section of this book. You gain another one at 6th, 10th, 14th and at level 18 you know all of them.

Wrath Host

Starting at 2nd level you Know and have all the Necromancy power 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 power slot of equal level.

Bonesinger

At 6th level, You learn the basics of counjureing Wrathbone, in the form of a wraithbone sword and Armor with armor, the Shadow blade necromancy spell becomes the Waithbone spell. The Wraithbone spell: is the same as the Shadow blade spell with the following changes.

  • You add +2 to your AC while the spell is active

  • When casting at higher levels, gain an additional +1 AC for each increase in damage.

Rune Recovery

Starting at 10th level, when you are casting a spell, you may apply one of the below features. This my be done a number of time per day equal to half you Charisma modifier (rounded down 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 creature re-roll a save that passes against one of you spells

Eldritch Flexibility

Beginning at 14th level, You begin to display an increased amount 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, the cost of creating a spell slot is now a number of sorcery points equal to that spell's level.

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 temporary hit points equal to 3 times your CON score and you do not fall unconscious. Each time you succeed on the CON saving throw, you gain 2 points of exhaustion.

Vehicle rules

Each vehicle will have a number of crew it may have. each position is explained in the vehicle profile



Assault Bike

Large/Construct (Mount, 10ft. by 5ft.)


Crew One Driver of large or medium size.

Passengers None

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, paralyzed, petrified, 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 occupying creatures turn choosing from the options below.

Driver

The Driver may on its turn, attack as normal, you may use Ram, attack with a held weapon or fire the Twin Mounted Bolters in replace of one attack and the driver may make one move 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 up to 60ft on its turn, the driver may use the dash action while using the vehicles movement.

Ram. Melee Weapon Attack: reach 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 strength save 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 seat is considered fully exposed to targets within a 90 degree arc of the flanks of the vehicle and you get half cover against targets in a 90 degree arc of the rear and 3/4 cover against targets in a 90 degree arc front of the vehicle.

Vehicle Features

An attack bike has the following features

Handling. -.

Immutable Form. This vehicle is immune to any spell 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 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 attack misses entirely.



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, paralyzed, petrified, poisoned, stunned, unconscious

Hull

Armor Class: 15

Hit points 45


Position Actions and Features

Each occupied Crew position has a number of actions it may Preform, on the occupying creatures turn choosing from the options below.

Driver

The Driver may on its turn, attack as normal, you may use Ram, attack with a held weapon or fire the Twin Mounted Bolters in replace of one attack and the driver may make one move 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 up to 60ft on its turn, the driver may use the dash action using the vehicale movement.

Ram. Melee Weapon Attack: reach 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 strength save 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 fully exposed to targets within a 90 degree arc of the flanks of the vehicle, half cover against targets in a 90 degree arc of the rear and 3/4 cover against targets in a 90 degree arc front of the vehicle.

In control. If a the crew of vehicle is required to make a dextarity save to avoid an AOE, the drive makes one save for all the crew effected, adding there profecentcy plus dextarity bonus to the roll.

Gunner

The gunner may on its turn, attack as normal or you may also 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 fully covered from targets within a 90 degree arc to the right, full exposure in 90 degrees from the left, half cover in 90 degrees from the front and 3/quaters cover within 90 degrees of the rear.

Vehicle Features

An attack bike 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 spell or effect that would alter its form.

Open toped. 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 attack misses entirely.



Rino

Gargantuan/Construct (Mount, 25ft. by 15ft.)


Crew One Driver and one Vehicle commander of medium size.

Passengers 10 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, paralyzed, petrified, 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 turn, use Ram in replace of one attack 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 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 60ft the damage is 2D10 + 14 and if the target is smaller then huge, the creature must make a strength 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.

Driver exposure. the drivers is fully 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 save for all the crew effected, adding his profecentcy plus dexterity bonus to the roll.

Commander

The commander 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. use storm bolter stats in a 360 degree arc.

Commander Exposure. The Gunner is fully covered from targets within a 90 degree arc to the right, full exposure in 90 degrees from the left, half cover in 90 degrees from the front and 3/4 cover within 90 degrees of the rear.

Crew compartment

If the Crew hatches are closed all transported creatures are fully covered and out of line of sight, if the hatches are open up to 2 people may stand and attack with ranged weapons, they are counted as having 3/4 cover from all directions but directly above and follow the Exposed crew rules.

Vehicle Features

A Rhino 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 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 whole points, if it missed by 5 or more then the attack misses entirely.



Razorback

Gargantuan/Construct (Mount, 25ft. by 15ft.)


Crew One Driver and one Vehicle commander of medium size.

Passengers 6 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, paralyzed, petrified, 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 occupying creatures turn choosing from the options below.

Driver

The Driver may on its turn, use Ram if the driver has a black carapace it may fire the Twin Heavy Bolter in replace of one attack 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 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 60ft the damage is 2D10 + 14 and if the target is smaller then huge, the creature must make a strength 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 Property

Driver exposure. the drivers is fully 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 save for all the crew effected, adding his profecentcy plus dexterity bonus to the roll.

Commander

The commander may on its turn, attack as normal, you may use the Mounted Storm Bolter. In replace of one attack.

Mounted Storm Bolter. Use storm bolter stats in a 360 degree arch.

Commander Exposure. The Gunner is fully covered from targets within a 90 degree arc to the right, full exposure in 90 degrees from the left, half cover in 90 degrees from the front and 3/4 cover within 90 degrees of the rear.

Crew compartment

Transported creatures are fully covered and out of line of sight.

Vehicle Features

A Rhino 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. 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 whole points, if it missed by 5 or more then the attack misses entirely.



Predator

Gargantuan/Construct (Mount, 25ft. by 15ft.)


Crew One Driver and one Vehicle commander 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, paralyzed, petrified, 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 number 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 auto cannon and two heavy 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 target is smaller then huge, the creature must make a strength 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.

Predator Auto cannon turret. use the Predator auto cannon 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 fully 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 save for all the crew effected, adding his profecentcy plus dexterity bonus to the roll.

Commander

The commander may on its turn, attack as normal, you may use the Mounted Storm Bolter. In replace of one attack.

Mounted Storm Bolter. Use storm bolter stats in a 360 degree arch.

Commander Exposure. The Gunner is fully covered from targets within a 90 degree arc to the right, full exposure in 90 degrees from the left, half cover in 90 degrees from the front and 3/4 cover within 90 degrees of the rear.

Vehicle Features

A predator 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. with the exception of the Auto Cannon and the 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 whole points, if it missed by 5 or more then the attack misses entirely.



Chimera

Gargantuan/Construct (Mount, 25ft. by 15ft.)


Crew One Driver, One gunner and one Vehicle commander of medium size.

Passengers 10 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

Damage Immunities Poison, Psychic

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, 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 turn, 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 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 60ft the damage is 2D10 + 14 and if the target is smaller then huge, the creature must make a strength 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.

hull mounter Heavy bolter. use heavy bolter stat in a 45 degree arch of the front of the vehicle.

Driver exposure. the drivers is fully 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 save for all the crew effected, adding his profecentcy plus dexterity bonus to the roll.

Gunner

The Gunner may on its turn, fire the multi laser in replace of one attack.

Multi laser turret. use multi laser stats in a 360 degree arch of the vehicle.

Gunner exposure. the drivers is fully covered and not in line of sight.

Commander

The commander may on its turn, 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 degree arch.

Commander Exposure. The commander is fully covered from targets within a 90 degree arc to the right, full exposure in 90 degrees from the left, half cover in 90 degrees from the front 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 vehicle they may fire in a 180 degree arc of each flank and act as a lasgun that dose not need to reload and the shooter is fully 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 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 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 gunner and one Vehicle commander of 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, force, Lightning, Fire, Cold

Damage Immunities Poison, Psychic

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, 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 heavy bolter in replace of one attack and make one move as its move action.

Move: The Driver may move the vehicle up to 40ft 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 40ft the damage is 2D10 + 14 and if the target is smaller then huge, the creature must make a strength 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.

hull mounter Heavy bolter. use heavy bolter stat in a 45 degree arch of the front of the vehicle.

Driver exposure. the drivers is fully 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 save for all the crew effected, adding his profecentcy plus dexterity bonus to the roll.

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. use battle cannon stats in a 360 degree arch of the vehicle.

Side sponson Heavy bolter. use heavy bolter stats in a 180 degree arch, one off each flank of the vehicle.

Gunner exposure. the drivers is fully covered and not in line of sight.

Commander

The commander may on its turn, 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 degree arch.

Commander Exposure. The commander is fully covered from targets within a 90 degree arc to the right, full exposure in 90 degrees from the left, half cover in 90 degrees from the front 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 vehicle they may fire in a 180 degree arc of each flank and act as a lasgun that dose not need to reload and the shooter is fully 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 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 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, force,

Damage Immunities Poison, Psychic

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, 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 occupying creatures turn choosing from the options below.

Driver

The Driver may on its turn, you may use Stomp, fire its one hunter killer or fire the Mounted auto 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 dash action while using the vehicles movement.

Stomp. Melee Weapon Attack: reach 5ft., one target. Hit 9 (2D10 + 5).

Driver Exposure. Anyone in the drivers seat is considered 3/4 cover to all targets except for targets in a 45 degree arch from the rear, if that is the case the driver is completely covered.

Vehicle Features

A Sentinel has the following features

Handling. -

Immutable Form. This vehicle is immune to any spell 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 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 attack misses entirely.



Armored 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, force, Lightning, fire, Cold,

Damage Immunities Poison, Psychic

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious

Hull

Armor Class: 18

Hit points 55

Position Actions and Features

Each occupied Crew position has a number of actions it may Preform, on the occupying creatures turn choosing from the options below.

Driver

The Driver may on its turn, you may use Stomp, fire its one hunter killer or fire the Mounted auto 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 dash action while using the vehicles movement.

Stomp. Melee Weapon Attack: reach 5ft., one target. Hit 9 (2D10 + 5).

Driver Exposure. The driver is completely covered.

Vehicle Features

A Sentinel has the following features

Handling. -.

Immutable Form. This vehicle is immune to any spell 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.

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 class or archetype, but if a class or Archetype as a Minion thats is only for is class it will be listed in the class 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 human flesh and robotic technology that are used to carry out simple, 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 "birth," others were once truly human. These Servitors were usually 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 function. Once lobotomised and "improved," by process of painful operations, even criminals and Heretics are granted one last chance to serve the Imperium.

Servitors are generally mindless, semi-organic robots, possessing only the most basic of instincts, though some are fully capable of speech if such functions and knowledge are programmed into them. Their brains are programmed to perform only the task they were designed for, whether that be maintenance, construction, or even warfare.

The altered and fragmented brain of a Servitor functions poorly unless constantly supervised. Most will eventually go into a state 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 Forge Worlds, and supplied to departments of the Adeptus Terra such as the Administratum and to the Inquisition, as well as to military organisations like the Astra Militarum and various Space Marine Chapters. Servitors make up the vast bulk of the population of Mars and other Forge Worlds of the Mechanicus, where they fulfill the role of tireless workers, soldiers and labourers.

There are many types of Servitor, each designed for a certain task. Typical Servitor types include "Technomats" which operate and service various machines, "Holomats" which act as holographic recording devices, "Lexomats" which serve as semi-organic computers with tremendous calculating powers for record-keeping and data storage, and "Drones" which are cybernetic robots -- stupid and essentially mindless slaves ideal for menial work and little else.

There are also guardian or technical Servitors, or the more powerful Kataphron Battle Servitor which is a mainstay of the Mechanicus' military forces. Another common form of Servitor is that of a gun 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 to which they belong become their entire identity, their every action driven by their limited programming, for only malfunctioning Servitors develop any sense of self-awareness. A Servitor's functions are always rudimentary at best, regardless of its type -- be it a Construction Servitor, Maintenance Servitor, Battle Servitor, or any other configuration.

Servitors are often used to carry out the more dangerous or laborious duties in the Imperium, such as heavy mining in hostile planetary or asteroid conditions. They also accompany Tech-priest Enginseers on the battlefield with the Astra Militarum, as well as the Space Marines' Techmarines.

Servitors make effective battle-line troops, but only when shepherded by a Tech-priest who can engage the raw circuitry of their minds to direct their unthinking aggression. Without such guidance Servitors do little but fire wildly, and may even wander off without warning in pursuit of some erroneous protocol.These types aid in the repair of vehicles or sometimes carry large and dangerous weapons such as Plasma Cannons.

For both Imperial military forces, the Servitors are practically identical cyberneticly, although the Servitors of some Space Marine Chapters are created from failed Astartes Initiates who were made largely brain-dead as a result of their body's rejection of their implanted Space Marine gene-seed organs before their transformation into cyborgs. However, becoming a Servitor allows them another opportunity to serve their Chapter and the Emperor.

Perhaps the most feared of all the Servitors are the Praetorian Servitors, a class of heavily-armed and armoured Gun Servitors deployed by the Adeptus Mechanicus to guard the Tech-priests and temples dedicated to the Machine God

On the next page you will find Profiles to the different types of servitors.


Combat Servitor

medium, (Constuct)

Combat Servitors are commonly used as a combination bodyguard and shock troop 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 strength these Servitors wield in their defence. The most martially inclined 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 creature 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.

Obedience. This creature acts on its controllers Initiative Unless Its controller Gives another creature the Ability to command it then it acts on there turn.

Actions

Multiattack. The combat servitor may make two slam attacks.

Slam. Melee Weapon Attack: 3 + Proficiency to hit, reach 5ft., one target. Hit 8 (1D12 + 4) Bludgeoning damage.


Gun Servitors

medium, (Constuct)

Gun Servitors are intended to provide fire support for a Tech-priest as he works, and often they will have whole 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 control of its mind.

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 controller Gives another creature the Ability to command it then it acts on there turn.

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 tedious labours within a Space Marine Chapter. Techmarines often replace at least one of this kind of Servitor's hands with a less powerful version of their own Servo-arm manipulators. Monotask Servitors will not hold up long in the gruelling battles Space Marines face, but they can be useful on missions to carry out simple repairs, perform menial labours, and to stand sentry 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 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 creature acts on its controllers Initiative Unless Its controller Gives another creature the Ability to command it then it acts on there turn.

Assistance. This creature may use the help action when used to help a technology, Science, tech 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 action.


Battle Class Robot

Large, (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 creature is immune to any spell or effect that would alter or gain control of its mind.

Advanced Sensor Array. This creature has a + 5 to perception skill checks and passive perception.

Actions

Impact Fist. Melee Weapon Attack: 3 + Proficiency to hit, reach 5ft., one target. Hit 8 (2D8 + 4)

Assualt Cannon with Ammo pack. Ranged Weapon Attack: 3 + controllers Proficiency to hit, Use Assault cannon Stats with ammo 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 spell or effect that would alter its form.

Advanced Sensor Array. This creature has a + 5 to perception skill checks and passive perception.

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 effect that would alter or gain control of its mind.

Actions

Multi-Attack: this creature may make two fist attacks and one ranged attack.

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 ammo 60,


Acro- Flagulant

medium, (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 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.

Obedience. This creature acts on its controllers Initiative Unless Its controller 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 creature 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.

Obedience. This creature acts on its controllers Initiative Unless Its controller Gives another creature the Ability to command it.

Imperial Relic. Any Imperial, Maiden of Order, Astartes, or Primariss within 20ft of the relic gain 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 creature 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.

Obedience. This creature acts on its controllers Initiative Unless Its controller Gives another creature the Ability to command it.

Words of the Emperor. Any Imperial, Maiden of Order, Astartes, or Primariss within 20ft of the relic 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 attack roll against a creature if at least two of your allies is within 5 feet of you and the ally isn’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 attack roll against a creature if at least two of your allies is within 5 feet of the creature and the ally isn’t 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 human 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 isn’t incapacitated.

Vox Caster: If a Imperial Officer uses an order, they may use the voxman as his location you may use that orders on any target within command radius a the vox caster aswell instead of your position.

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 isn’t 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 action, all friendly creatures within 15ft of the standard gain 1D10 + the guard officers Charisma modifier temporary Hit points.

Plant Standard (Recharge 6). as an action, the bearer may plant the standard in the ground on a space of the choosing, all friendly creatures within 30ft of the standard gain + 2 to all attacks, damage and save rolls until the bearer picks up the standard or goes unconcious. The bearer will not go more the 10ft from the Standard, if given an order to move the bearer will pick up the standard.


Veteran

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 isn’t 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 veteran 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 launcher 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 assistant gunner is within 5ft of the Weapon system the gunner may ignore the massive parts property, if this is done the assistant may not use its action. if the weapon is moved by the gunner, as a reaction the Assistant gunner will follow and assist in the disassembly and assembly of the weapon.

Ammo Bearer: this creature can carry 40lbs of ammo

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 isn’t 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) ______ damage.

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 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.

Obedience. This creature acts on its controllers Initiative Unless Its controller 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 creature 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 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 construct only defends itself against hostile creatures. Once given an order, the construct continues to follow it until its task is complete.

Furthermore a construct attached to Via a Nero 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 sight or hearing.

Actions

Spot (Recharge 6). this creature designates a target with a laser, creatures making ranged attacks against the designated target gain a advantage attack rolls until the start of you next turn.


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 creature 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 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 construct only defends itself against hostile creatures. Once given an order, the construct continues to follow it until its task is complete.

Furthermore a construct attached to Via a Nero 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 sight or hearing.

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 task it takes on the mind, to use a psychic power, before any power can be cast the Caster must First attempt to manifest it, Roll a Warp Skill test With a DC equal to the formula bellow


10 + Spell level + 1 for each warp charge used during the casting 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 spell fails.

  • If you roll a natural 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 spell 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 risk of the taint of the warp. As a result, Each time a Psyker manipulates the warp it makes them vulnerable to corruption use the rules below.

whenever you cast a spell you must pass a Wisdom Saving throw 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 corruption.

Whenever you use a warp charge for warp Manipulation, you increase the DC of the corruption test made for casting a Psychic power by 1 per warp charge used on the prompting power.

Spell Requirements

Arcane Spells require the proper material component, a Component pouch or a Spell focus to cast and if the spell requires a material with a nominal gold value you must instead have a Piece of Arcanium crystal of equal value aswell.

Spellcasting ability

If you should gain levels in a class that has arcane spell casting you may use your class Spell ability in replace of you innate caster spell ability, Furthermore you may use Spell slots from your class to cast your innate abilities and vice versa.

Smite

All Psykers quickly learn how to focus your psychic power into orbs of focused energy. All Psykers gain the Eldritch Blast cantrip, some classes may alter what damage type it will do, this will be noted in the class description. This does not count toword your spells known and you don't need a spell book of like object to cast.

Warp Conversion

You can use your Warp Charges to gain additional Power Slots, or sacrifice Spell Slots to gain additional Warp Charges. You learn other ways to use your warp charges as you reach higher levels.

Creating Spell Slots. You can transform unexpended 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 table shows the cost of creating a spell slot of a given level.

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 slot and gain a number of warp charges equal to the slot's level.

Force Weapons

All Psykers to learn how to imbue there weapons with Psychic energy. You may as an action sacrifice an amount of Spell levels to have one held melee weapon with there force weapon property gain the following Benefits, see chart below.


the cost in spell levels and the benefits involved, to do this in addition to the spell slots you must also harness the Arcane with a DC equal to 10 + spell slots used, if the test is failed nothing happens and the spell slots are still used. this manifestation is still seceptable to Perils of the arcane just like casting a Spell.

Spell Slots Used Duration Effects
1 5 rounds The weapon counts as a +1 Magic weapon and it deals the same type as your arcane bolt
3 1 minute The weapon counts as a +2 Magic weapon and it deals the same type as your arcane bolt
5 2 Minutes The weapon counts as a +3 Magic weapon and it deals the same type as your arcane bolt
7 5 Minutes The weapon counts as a +4 Magic weapon and it deals the same type as your arcane bolt
9 1 Hour The weapon counts as a +5 Magic weapon and it deals the same type as your arcane bolt

Deny The Witch

All Psykers learn the ability to Attempt to suppress another casters abilities, you gain the Arcane suppression spell below, this does not count toward your spells known and you don't need a spell book or like object to cast.

Arcane Denial

1st level Innate caster spell


  • Casting Time: 1 reaction, which you take when you see a creature within range of you casting a spell
  • Range: 30ft + 30ft at levels 5, 10, 15 and 20
  • Target: A creature in the process of casting a spell
  • Components: S
  • Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 1st level or lower, Both you and the target make an ability check using there spellcasting ability modifiers and compare the two rolls if your roll is higher then the targets, the targets spell fails and has no effect, if not you have the spell goes off as normal. If the Spell you are attempting is of 2nd level or higher you have a negative to the test equal to the difference between 1st level and the level of the spell you targeted.

When you cast this spell using a spell slot of 2nd level or higher, reduces the penalty to the test made against higher level spells. If the spell you are attempting to deny is of lesser level then the spell slot level used to cast this spell the caster gains a bonus to the test made against the target equal to the difference between the slot level used and the targets spells level.

Warp Conversion

You can use your warp charges to gain additional Power Slots, or sacrifice Spell Slots to gain additional warp charges. You learn other ways to use your warp charges as you reach higher levels.

Creating Spell Slots. You can transform unexpended 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 table shows the cost 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 slot and gain a number of warp charges equal to the slot's level.

Perils in the warp

Your innate magic comes from the warp⁠. You might have endured exposure to warp energies, perhaps through a Warp rift. Perhaps you were born a Psyker, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet. and must be subdued


When a Psyker uses one of their powers, they invariably 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 warp 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 understanding of these technologies, and so the common policy with dealing with Psykers who suffer the Perils of the Warp is to provide the Emperor's mercy (execution) to them as soon as their powers become out of hand; referred to as the Ultimate Sanction

Even if a psyker survives an attack from the warp, their souls are permanently marked by the close contact with the warp, 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 manifestation 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 still 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 class description it will list an amount of the below manipulations you know. See below for what each one does and how many warp charges it will cost.

You can use only one Warp Manipulation option on a spell when you cast it, unless otherwise noted.

Careful Spell

When you Cast a Spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 warp charge per target and choose a number of those creatures up to your intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you Cast a Spell that has a range of 5 feet or greater, you can spend 1 warp charge per spell level to double the range of the spell.

When you Cast a Spell that has a range of touch, you can spend 1 warp charges to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 warp charge per dice, to re-roll a number of the damage dice up to your inteligence modifier (minimum of one). You must use the new 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 warp charge per spell level to double its Duration, to a maximum 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 warp charges + 1 per spell level Heightened to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 warp charges to change the Casting Time to 1 Bonus Action for this casting.

Subtle Spell

When you Cast a Spell, you can spend 1 warp charge to cast it without any somatic 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 warp charges equal to the spell’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 creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.

Charged Spell

When you cast a spell that requiers a creature to make a save against you spell DC. You may choose to spend a number of Warp Charges up to a maximum of 5, if done, raise the spell save DC by the amount of Warp Charges used.

At level 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 spell 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 gain favor with one of the 4 Chaos gods they may be blessed with a mark as proof of being one of their loyal followers. Mind you being their servents comes at a price as every mark bears a downside and can incur the wrath from that gods rival brothers and their followers. Caution to the mortal 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 throw. If you fail the save you must fight the target to the death.

The Mark of Slaanesh

When you gain this mark you Gain immunity to being Charmed, and gain resistance to Bludgeoning, Piercing and Slashing damage. Furthermore you may use anything that requires you to have a mark of Slaanesh and you have acsses to Slaanesh Spells.

Cons. You may only tell lies (mixing truth with lies is acceptable however). You auto pass any save against zone of truth, You also incur Hatred against the followers of Khorne.

The Mark of Tzeentch

When you gain this mark you gain immunity to being Blinded and Deafened, and gain resistance to Fire, Force and Psychic damage. Furthermore you may use anything that requires you to have a mark 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 condition 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 time as you become a host for all disease. You gain a -2 AC and you also incur Hatred against followers of Tzeentch

The Mark of Khorne

When you gain this mark and you deal combat damage with a melee weapon you add an extra 1d4 damage. You also have advantage on all saves versus magical effects friend or foe

Cons. You gain hatred against all non 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 mark of the Undivided is a feat unto its own as you worship chaos undivided that you worship all the Chaos gods equally, 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 mark of the Undivided and have become their chosen herald of the apocalypse. Only few have walked this path truly, 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

Neutral traits

Agonizing Smite

Prerequisite: Eldritch Blast cantrip

Effect: When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.

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.

Bewitching Whispers

Prerequisite: 7th level

Effect: You can cast Compulsion once using a spell slot. You can’t do so again until you finish a Long 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.

Gaze of Two Minds

Effect: You can use your action to touch a willing Humanoid and perceive through its Senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the Duration until the end of your next turn. While perceiving through the other creature’s Senses, you benefit from any special⁠ Senses possessed by that creature, and you are Blinded and Deafened to your own surroundings.

Master of Myriad Forms

Prerequisite: 15th level

Effect: You can cast Alter Self at will, without expending a spell slot.

Mire the Mind

Prerequisite: 5th Level

Effect: You can cast slow once using a spell slot. You can’t do so again until you finish a Long Rest.

Warp Visions

Effect: You can cast Silent Image at will, without expending a spell slot or Material Components.

One with Shadows

Prerequisite: 5th Level

Effect: When you are in an area of dim light or darkness⁠, you can use your action to become Invisible until you move or take an action or a Reaction.

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 line.

Witch Sight

Prerequisite: 15th level

Effect: You can see the true form of any creature concealed by magic while the creature is within 30 feet of you and within Line of Sight.

Psy Dualist

Effect: you may now cast Deny the witch with up to a number of levels of casting equal to you max slot level you may break this up, for instance at level 15 your slot level max is 7th level so you may cast a 2nd level deny and then cast 5th level equaling a total of 7 slot levels. once all levels are used you can’t use them again until you finish a Long Rest.

Chaos Traits

Deamon Speech

Effect: You can cast Speak with demons.

Beguiling Influence

Prerequisite: Mark of Sleenesh

Effect: You gain proficiency in the Deception and Persuasion Skills.

Book of Ancient Secrets

Prerequisite: Mark of Thzeench

Effect: You can now inscribe magical Rituals in your Book⁠ of Shadows. Choose two 1st-level Spells that have the ritual tag from any spell list (the two needn’t be from the same list). The spells⁠ appear in the book and don’t count against the number of spells⁠ you know. With your Book⁠ of Shadows in hand, you can cast the chosen spells⁠ as Rituals. You can’t cast the spells⁠ except as Rituals, unless you’ve learned them by some other means. You can also 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’s level is equal to or less than half your level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours to inscribe it.

Chains of submission

Prerequisite: 15th level Mark of Slaanesh

Effect: You can cast Hold Monster at will—targeting a Celestial, fiend, or elemental—without expending a spell slot or Material Components. You must finish a Long Rest before you can use this invocation on the same creature again.

Devil’s Sight You can see normally in darkness⁠, both magical and nonmagical, to a distance of 120 feet.

Dreadful Word

Prerequisite: 7th level, mark of Thzeench

Effect: You can cast Confusion without using a spell slot. You can’t do so again until you finish a Long Rest.

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 False Life on yourself at will as a 1st-level spell, without expending a spell slot or Material Components.

Plague weapon

Prerequisite: 12th level, Mark of Nurgle

Effect: When you hit a creature 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 start of each round 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.

Minions of Chaos

Prerequisite: 9th level

Effect: You can cast Summon lesser demon once without using a spell slot. You can’t do so again until you finish a Long Rest.

Demonic Leap

Prerequisite: 9th level

Effect: You can cast jump on yourself at will, without expending a spell slot or Material Components.

Sculptor of Flesh

Prerequisite: 7th level, Slaanesh

Effect: You can cast Polymorph once without using a spell slot. You can’t do so again until you finish a Long Rest.

Sign of Ill Omen

Prerequisite: 5th Level

Effect: You can cast Bestow Curse once without using a spell slot. You can’t do so again until you finish a Long Rest.

Thousand Fates

Effect: You can cast Bane once without using a spell slot. You can’t do so again until you finish a Long Rest.

Dancing Blades

Prerequisite: 5th Level, Mark of Slanesh

Effect: as a bonus action you make one attack on Your Turn.

###3 Deamon Familiar

Effect: You gain a small deamon familiar, You can communicate telepathically with your familiar and perceive through your familiar’s Senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s Senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech⁠. ad at will, without expending a spell slot.

Visions of the Imatirium

Prerequisite: 15th level, mark of Slaanesh

Effect: You can cast Arcane Eye at will, without expending a spell slot.

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 following spell are universal Elemental spells you may take any of these spells if you posess acsess 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 spell 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 damage of the attack that forced the test, on a fail the Creature is Broken See below for the Broken condition. A Broken creature 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 save 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 creature has disadvantage on Ability Checks and Attack Rolls while the source of its fear is within Line of Sight.

  • The creature can’t willingly move closer to any current enemy combatants.

  • If a Broken creature moves it must always end that move father from any current enemy combatants.

If a unit is brought to half its original numbers it must make one wisdom save using the units leader or average save DC 15. if failed the unit is Broken. a broken unit make make a new test at the end of its turn, if minion is killed when a unit is Broken the test is taken at disadvantage. they can automaticaly rally if a character or special NPC within 30ft uses its action and a persuasion or a intimidation chech DC 20.

Corruption

the taint of chaos is always present and you will always have to fight against it. Many things will cause corruption, this will cause a condition called Tainted. Corruption 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 level as well as all lower levels of Tainted.

Homebrew feat

Medic (Rename from Healer)

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following 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

Instead 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 criteria is mete.

  • 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, battle cries or insperational speach. To do so, you use a bonus action on your turn 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 number of times equal to your Charisma modifier (a minimum of once). You regain any expended 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 next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, damage roll, 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 only 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

Specialist Features

Maneuvers and Superiority die

When you learn Maneuvers from any class, they are fueled by special dice called superiority dice. The number of techniques and superiority dice you gain will be detailed in the feature that gives you maneuvers. The Superiority die type at level 1 is a d4, it increases to a d6 at level 5, then a d8 at level 10, a d10 at 15 and a D12 at level 20.

Maneuvers. Many maneuvers enhance an attack in some way, you can use only one maneuver per attack.

Superiority Dice. You regain all of your expended superiority dice when you finish a short or long rest.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Maneuvers

Coordinated Attack. When you take the Attack action on your turn, 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 creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding your Superiority die to the attack's damage roll.


Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add your superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.


Distract. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. 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 attack is made before the start of your next turn.


Evasive Footwork. When another creature damages you with a Melee or Ranged attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your level.


Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add your superiority to the attack's damage roll.


Goading Attack. When you hit a creature with a 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 damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.


Lunging Attack (Melee). When you make a Melee weapon attack on your turn, you can expend one superiority 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.


Covering Maneuver. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add your superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.


Menace. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add your superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.


Redirect. When you are hit by a Melee attack or pistol attack within 5ft, you can expend one superiority die, roll a superiority and add the number rolled to your AC against that attack. Furthermore if the attack misses you may use you reaction to force the attacker to make a Strength save on a fail you may move the target to an position within your reach.


Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add a superiority die to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.


Pushing Attack (Melee). When you hit a creature with a Melee weapon attack, you can expend one superiority die to attempt to drive the target back. You add your superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.


Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of you or one of your companions. When you do so, you or a friendly creature who can see or hear you. gains temporary 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 reaction and expend one superiority die to make a melee weapon attack or a ranged pistol attack against the creature. If you hit, you add your superiority die to the attack's damage roll.


Cleaving Attack (Melee). When you hit a creature 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 target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die + your Strength bonus. The damage is of the same type dealt by the original attack.


Failure to Stop. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add your superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone, if you attack was ranged the target must make a dexterity save instead.


Critical Attack. When you make a weapon attack roll against a creature, you can expend one superiority die, if you do the attack will critically hit on a number 2 better the it would normally, you add your superiority die to the damage roll. You must use this maneuver before the attack roll is made. Note this means if the attack criticals you will double the superiority dice.


Leg/Wing Shot (Ranged): When you make a Ranged attack against a creature, you can expend one Superiority die to attempt to topple a moving target. On a hit, you add you superiority die to the damage and the creature must make a Strength saving throw or be knocked prone.


Bleed: When you make a weapon attack roll against a creature and the attack hit the target you may spend one superiority die if you do the target must make a constitution save, if the test is failed the target takes damage equal to your superiority die at the start of each of there turns for a number of rounds equal to your superiority die. A creature may only suffer the effects of this once. if you target the same creature with this again and it fails its save you may extend the duration of the current bleed.


Grappling Attack (Melee) When you hit a creature with a melee weapon attack and you have a free hand, you can expend one superiority die and use a bonus action to attempt to grapple the creature you hit. The creature must be within your reach and no more than one size category larger than you. Add the superiority die to the Strength (Athletics) check made to grapple the creature you hit.


Follow up (Prerequisite: 6th level): When you reduce a creature to 0 hit points with a weapon attack on your turn, you can expend one superiority die to allow you to move 10 additional feet this turn if your speed is not 0. You gain an extra action that you can use before the end of this turn, which you can use only to take the Attack action (one weapon attack only). If you use this action to make a weapon attack and hit, add the superiority die to the attack's damage roll.


Hail of Fire (Prerequisite: 11th level, Ranged Only) As an action on your turn, you can expend a superiority die and make a ranged weapon attack against any number of creatures that you can see within a cone the size of the short range of the weapon. Make separate attack rolls for each target, and a single damage roll to apply to each hit, adding the superiority die to the damage (apply critical hit damage to individual attacks as appropriate).


Beating zone (Prerequisite: 6th level Ranged Only) As an action on your turn, you can expend one superiority die and choose a point within range of a ranged weapon you wield. You unleash a rain of projectiles upon the area. Make a ranged weapon attack against each creature you choose that you can see within 10 feet of the chosen point. Make separate attack rolls for each target, and a single damage roll to apply to each creature you hit, adding the superiority die to the damage (apply critical hit damage to individual creatures as appropriate).


Attacks on the Run (Prerequisite: 11th level) When you take the Attack action on your turn, you can expend one superiority die and take the Dash action as a bonus action. The first time you hit with a weapon attack this turn, add the superiority die to the attack's damage roll. Opportunity attacks against you are made at disadvantage this turn.


Counter Strike (Prerequisite: 6th level) When a hostile creature you can see moves closer to you and ends the movement within 5 feet of you, you can expend a superiority die and use you reaction to immediately move up to half your speed and make a weapon attack against that creature. If that weapon attack hits, add the superiority die to the attack's damage roll. You can make the weapon attack before or after you move, and this movement doesn't provoke opportunity attacks from the triggering creature.


Powerful Strikes (Prerequisite: 6th level, Melee Only) When you take the Attack action on your turn, you can expend one superiority die to add extra power to your weapon strikes. The first time you hit with a melee attack this turn, add the superiority die to the attack's damage roll. Each time you hit with a weapon attack this turn, add your proficiency bonus to the attack's damage roll.


Unstoppable (Prerequisite: 16th level) When you take the Attack action on your turn, you can expend one superiority die to become a rampaging engine of carnage. Until the end of this turn, each time you reduce a creature to 0 hit points with a weapon attack, you gain an additional weapon attack that can be made as part of the triggering Attack action.


Unbroken (Prerequisite: 11th level) When you take damage, you can expend one superiority die and use your reaction to steel yourself against the blow. You halve the triggering instance of damage. After you take the damage, roll the superiority die and add your level. You gain that many temporary hit points, which last until you finish a short or long rest.

Auras

You have a constant Aura Around you, the aura effects anything within its range of you. Any creatures or object you wish in the range gains the aura effect or suffers the effect, you have active. You may only have one aura active at a time, provided you are conscious. You may suppress the effect of all auras as a bonus action and returning it as a bonus action as well. You may also switch Auras as a bonus action if you should know more the one aura.

Note: No creature may benefit from the same aura at any time, if a creature is in the range and benefiting from the effects of the same aura from two different sources, the creature uses the greater value, the effects don't stack.

The range of your aura will be noted when you gain the aura. The range of the aura is per aura, so you may have one aura that can reach farther then another, furthermore you may be restricted to picking from specific Aura types.

(Neutral) Command Auras


Lethal Assault: Any creature you wish Within your Aura range, may add your Charisma Modifier to any of there damage rolls from any ranged or melee attack.


Expert Guidance: Any creature you wish Within your Aura range, may add your Charisma Modifier to all there skill checks made.


Rights of Battle: Any creature you wish Within your Aura range may add your Charisma Modifier to all of there Attack rolls.


Wise Leader: Any creature you wish Within your Aura range may add your Charisma Modifier to all of there saving throws made.


Seize the Initiative: Any creature you wish Within your command Aura may add your Charisma Modifier to all of there Initiative checks.


Lethal Precision: Any creature you wish Within your command Aura gains a critical with ranged and melee attack on 1 better then they would normally and they gain an additional damage dice for a critical hit.


Hold Line: Any creature you wish Within your command Aura may add your Charisma Modifier to there Armor class.

Holy Auras


Warding Aura. the gods reliy on you and you companions so heavily that it forms an Divine ward upon you. Any creature you wish within your Aura range of you have Resistance to damage from Spells.


Aura of Courage. Any creature you wish within your Aura range of you can’t be Frightened, while you are conscious.


Aura of Devotion. Any creature you wish within your Aura range of you can’t be Charmed, while you are conscious.


Aura of Faith. Any creature you wish within your Aura range of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier.


Aura of Protection. Any creature you wish within your Aura range of you gains a bonus to there AC equal to your Wisdom modifier.


Aura of Alacrity. You emanate an aura that fills you and your Companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't Incapacitated, the walking speed of any ally who starts their turn within your aura range may increases there speed by 10 feet until the end of that turn.


Healing Aura. You emanate an aura that heals you and your Companions with supernatural power, During combat each creature that starts its turn or ends its turn within your aura range gains an amount of healing equal to your Wisdom Bonus. out of combat during a short rest this allows those around you to heal better, those you wish within your aura range may reroll Hit die rolls during a short rest.


Healing Aura. You emanate an aura that heals you and your Companions with supernatural power, During combat each creature that starts its turn or ends its turn within your aura range gains an amount of healing equal to your Wisdom Bonus. out of combat during a short rest this allows those around you to heal better, those you wish within your aura range may reroll Hit die rolls during a short rest.


Radiant Cloak: Any creature you wish Within your Aura range, take a number of cold damage when they enter your aura range or at the beginning of a turn in witch the start in you aura, equal to your Charisma Modifier.

Havoc Auras


Aura of Control. you constantly emanate a menacing aura while you’re not Incapacitated. If a creature is Frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your level if it starts or ends its turn there.


Vile Shroud: Any creature you wish Within your Aura range, take a number of poison damage when they enter your aura range or at the beginning of a turn in witch the start in you aura, equal to your Charisma Modifier.


Death shroud: Any creature you wish Within your Aura range, take a number of necrotic damage when they enter your aura range or at the beginning of a turn in witch the start in you aura, equal to your Charisma Modifier.


Noxious Shroud: Any creature you wish Within your Aura range, take a number of poison damage when they enter your aura range or at the beginning of a turn in witch the start in you aura, equal to your Charisma Modifier.


Blazing Cloak: Any creature you wish Within your Aura range, take a number of fire damage when they enter your aura range or at the beginning of a turn in witch the start in you aura, equal to your Charisma Modifier.


Freezing Cloak: Any creature you wish Within your Aura range, take a number of cold damage when they enter your aura range or at the beginning of a turn in witch the start in you aura, equal to your Charisma Modifier.


Electro Cloak: Any creature you wish Within your Aura range, take a number of Lightning damage when they enter your aura range or at the beginning of a turn in witch the start in you aura, equal to your Charisma Modifier.

Hymns, Litanies and Chants

As an action you may start Litany or Hymn, AKA (Chants) This last for up 10 rounds, as long as you can speak and be heard, any Friendly Creatures you choose within 60ft of you gain the Benefits listed for the chant. The number of chants you may use per day and how many you know will be noted in the feature that gave you the Chant. You regain all expended Chants at the end of a long rest.

Divine


War Hymn: gain a +1 to attack rolls and an extra 1d4 to all damage rolls excluding Arcane Powers.


Catechism of Fire Gain a 1d4 to all Ranged attack rolls.


Writ of Inquisitation Gain Advantage on Intelligence and Charisma saves and ability checks.


Protection Hymn: Gain a +2 to there AC and a + 1d4 on all saves made.


Hymn Of Life Each target within the range of this chant, regains an amount Hp equal the Chanters Wisdom bonus at the end of the Chanters turn. this does not heal Undead, Constructs or Fiend.


Canticle of Wrath Legionnaires in there Wrath may continue there wrath beyond one minute if they are within the range of the Litany.


Recitation of Focus Advantage on Dexterity and Wisdom saves and ability checks.

Machine


Incantation of the Iron Soul Each target within the range of this chant, regains an amount Hp equal the Chanters Wisdom bonus at the end of the Chanters turn. Only constructs may Benefit from this litany.


Chant of the Steel Fist Each target within the range of this chant, has a bonus to all Melee attacks and melee damage rolls equal to your Wisdom Modifier.


Benidiction of the Omnissiah Each target within the range this chant, has a bonus to all Ranged attack and ranged damage rolls equal to your Wisdom bonus.


Shroudpslam Enemies attacking any target within range of this chant has disadvantage on all ranged attack rolls made.


Invocation of Machine Fortitude Each target within the range of this chant, temporarly removes all levels of exhuastsion.


Litany of the Electromancer Once per round when this chant starts and during this Chant any Creature that starts or ends its turn within range of the chant takes an amount of lightning damage equal to your wisdom bonus. Only constructs may Benefit from this litany.

Ruinous


Litiny of Despair Enemies in range have disadvantage on saves made to resist being Frightened or Charmed.


Omen of Potency your Melee attacks gain a bonus to attacks and damage equal to your Charisma bonus, Furthermore melee attacks count as magical for the purpose of resistances.


Warp sight Plea Each target within the range this chant, has a bonus to all Ranged attack rolls equal to your Wisdom bonus and when this litany is first used all casters have gain 1 Arcane charge and they gain 1 at the start of each round they are within range of your litany


Wrathful Entreati Must have mark of Bale'reth: you gain a +4 to your strength and You may make one attack as a bonus action.


Mutating Invocation Must have mark of Hayzildir: Roll a d4 an consult the list below, the effect lasts untill the start of your next turn, if the chant continues you re roll on the list at the start of each round and applying the new effect and losing the previous.

1: Regain 1d4 Hit points.

2: you gain a fly speed equal to your walk speed.

3: Enemy creatures must make a wisdom save DC 8 + Proficiency bonus + Charisma Bonus or be frightened for the duration of the chant. a creature may not be effected by this more then once per day.

4: Gain + 1d4 damage to all attacks made.


Feculent Beseechment Must have mark of Putricus: At the start of the Litany you gain temporary hit points equal to 2 x your level, losing any remaining when the litany ends. Furthermore you gain 1d4 Temporary Hit Points at the start of each round the chant is being heard.


Blissful Devotion Must have mark of Crulsilia: any friendly creature that can hear this chant gain +10 to there movement you may dash as a bonus action and you have advantage on dexterity saves and checks.

Unholy


Soultearer Portent: each friendly unit within range will score a critical hit with melee attacks on 2 less then they would normally.


Illusory Supplication Friendly targets within range have resistance to all damage types


Benediction of Darkness: Enemies in range Have -1d4 to all attack rolls made

Primal


Litiny of Destruction Gain + 1d4 to all Melee attack rolls.


Pledge of Rage You may use a bonus action to make one melee attack on there turn.


Chant of Strength Gain Advantage on Strength and Constitution saves and ability checks.

Cybernetic Augmetations

There are all sorts of different Augmetics each takes up different locations on you body and some may require Prerequesits like being a specific race on needing a specific Augmetic. some others are a pair meaning 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 cost of another slot Be mindful of what mods your taking and weather or not they will take up the same slot, talk to you DM about your options.

Any individual that is proficient in Medicine Science and Technology Skills as well as Surgical tools, Tech tools and Artificers tools, can install this augmetics. This requires the Phyisical Augmentation 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 (consult GM) to recover. You also suffer 1 or more levels of exhaustion for a number days after recovery (consult GM), as your body gets accustomed to the new part. These mods Cannot used to stack with Genetic Modifacations, Nor can they be paired with such tech and in mixing and matching.


This Procedure must be done by anyone that is proficient with all the required skills, we will call them the "Cyber Doc". you may have a team of individuals preform the Procedure as long as all the Skill and tool Proficiency are Present in the "Team", this team may not be more then 4 people. For a Cyber Doc to preform the Procedure they or the team must have between them a set of Artificers tools, a set of Tech tools, sugical tools and a Healing potion or like Item and at least a first aid kit. Alternatively if a member of the team can heal in some way, they can replace the requirement of the healing potion. you must also have the augmentation constructed and present.

The Procedure is treated just like creating a intricate plan, using the Medicine, Tech, Science, Surgical tools

requires you to make 7 sucssesful skill tests 2 Science, 1 Technology, 1 Tech tools (Intelligence), and 1 Artificers tools and 2 Medicine before 3 failures. the DC for these checks is equal to 15 plus twice the number of Augmentations you are attempting to change or install. If all 3 tests are passed you then go into recovery, see below for details. If you fail during any of the three checks, you may attempt a retest with a DC of 16 plus twice the number of Augmentations you are attempting to change or install, if the second test is failed you are unsuccessful in your efforts and The patient must recover.

After recovery make an additional check to attempt to fix your work

during this time the patient will not benefit from any of the Augmentations that where attempted to be changed or installed.

The DC to fix a Augmetic is 20, if this check is also failed, you no longer benefit from it as it is non-functional. You may repeat the repair check after a long rest.

Augmentation Slots

Here is a list of the Augment slots and how many each may have.

Augmentation Slots

  • Head: 4
  • Nero: Maximum Varies
  • Chest: 4
  • Back: 2
  • Arms: 2 on each side
  • Hands: 3
  • legs: 2, on each side
  • Feat: 3
  • Dermal/Exo: 6
  • Spinal: 2
  • Anotomic: 4

Augmetics Casting Some Advanced Augmetics allow you to cast spells, Though a spells is used for the effect the effect its self is not Magical. Intelligence is your spellcasting ability for Augmetics that uses a spell. You use your Intelligence score whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for any spell like ability you cast with Augmetics and when making an attack roll with one.

Augmetics Save DC = 8 + your proficiency bonus + your Intelligence modifier

Augmetics Attack Modifier = your proficiency bonus + your Intelligence modifier

Asscension to the Machine Cult:

If at any point a non Construct, Has an Adamantin Skull, 2x Machine arms, 2x machine legs, 1 chest, 1 Back and a Nero harness they may count themselves as a construct.

Head Augmetics

You may have up to 4 Head Augmetics.

Adamantine Skull'

Effect: You become Immune to the effects of Knocked unconscious by any means other then being reduced to 0HP.

Nero Harness

Effect: You may now have an amount of Nero upgrades Equal to your Intel bonus +1.

Active Sensor Tracking

Prerequisites: Must have an Adamantine Skull or be a Construct.

Effect: Once per short rest, when you are attacked you may as a reaction make one attack with a weapon at that target. At level 9 you can use this twice per long rest.

Intelligence Core

Prerequisites: Must have an Adamantine Skull or be a Construct.

Effect: Permanently gain a +2 to you Intelligence, to a max of 22.

Upgrade This may be taken up to 4 times staking the effects.

O2 Converter

Effect: You now have Water Breathing.

Evasion Matrix

Prerequisites: Must have an Adamantine Skull or a Construct.

Effect: You may dodge as a bonus action.

Audio Filter

Effect: Gain Resistance to Thunder Damage and gain advantage on roll against the defend condition.

Night Vision

Effect: Gain darkvision in a radius of 30ft and lowlight at 60 or add this to current darkvision

Sensory Array

Prerequisites: Must have an Adamantine Skull or be a Construct.

Effect: Gain blindsight in a radius of 15ft. At level 9 the radius becomes 30ft

Scryers Node

Prerequisites: Must have an Adamantine Skull or be a Construct.

Effect: Gain 10 reception discs located in a small compartment on your body and a receiver in your head. The discs are aabout the size of a dime and can be placed where required by either placing or throwing or any similar action. Whilst placed, they constantly transmit all sounds up to 100ft and images within 50ft, following normal rules for vision and sound. As long as the receiver is within 1000ft of the disc, these sounds and images can be viewed through the receiver. At level 9 the Reception


discs now have a range of sound at 200ft and vision at 100ft, the disc will transmit up to 2500ft to the receiver. Discs may be upgraded to include darkvision, extended audio and vision range, truesight or any other if the DM has approved.

Reactive Eye shields

Effect: Gain advantage on rolls against the Blinded condition and resistance to any damage done because of looking at something, like intense light.

Retinal Targeters

Effect: Gain a +1 bonus on all attacks and damage rolls with ranged weapons and a +1 to all the DC of ranged 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 Teknokiian or have the Nero Harness Augmetic which is a Head Augmetic that allows you to have Nero Augmetics, See description.

Satistics Generator

Prerequisites: Nero Harness, or be a Construct.

Effect: Permanently gain a +2 to you Wisdom to a max of 22.

Upgrade This may be taken up to 4 times staking the effects.

Emotion Enhancement

Prerequisites: Nero Harness, or be a Construct.

Effect: Permanently gain a +2 to you Charisma to a max of 22.

Upgrade This may be taken up to 4 times staking the effects.

Active Combat Protocols

Prerequisites: Nero Harness, or be a Construct.

Effect: You may make one attack as a bonus action on your turn.

Upgrade At level 10 and above you may take this a second time gaining a second attack on that bonus action.

Advanced Reflex Nodes

Prerequisites: Nero Harness, or be a Construct.

Effect: Gain Advantage on acrobatics skill checks.

Precision Combat Module

Prerequisites: Nero Harness, or be a Construct.

Effect: Gain a +1 damage to all melee weapon attacks and damage rolls.

Upgrade At level 10 and above you may take this again staking the effects.

Language Modulator

Prerequisites: Nero Harness, or be a Construct.

Effect: Upon hearing a language, that you do not understand for at least a minute and succeeding on an Intelligence saving throw (DC15) allows you to fully speak the language until your next short or long rest. after reviewing a script that you do not understand for a minute and succeeding an Intelligence saving throw (DC20) allows you to fully read and write in the script until the next short or long rest. Only one saving throw per language/script can be made per long rest. If your roll, after modifiers, is 22 or higher, permanently learn the language or script.

Situational awareness module

Prerequisites: Nero Harness, or be a Construct.

Effect: Gain a +5 bonus to your passive perception, this is active even when resting.

Central Processor

Prerequisites: Nero Harness, or be a Construct.

Effect: The duration of blinded, deafened, paralyzed and stunned is halved for you and you have advantage on saving throws to end these conditions.

Memory Matrix

Prerequisites: Nero Harness, or be a Construct.

Effect: You always know which way is north, the number of hours left before sunset or sunrise and can accurately recall anything you have seen or heard within the past month and learn one additional language of your choice.

Central Intelligence Core

Prerequisites: Nero Harness, or be a Construct.

Effect: You learn 2 languages of your choice and proficiency in an additional skill.

Pain Responce Sypithizer

Prerequisites: Nero Harness, or be a Construct.

Effect: Gain a damage reduction of 3.

Upgrade At level 10 and above you may take this again staking the effects.

Turing Program

Prerequisites: Nero Harness, or be a Construct.

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 addition gain proficiency in 2 skills or tools of your choice.

Univers Maniplator

Prerequisites: Nero Harness, or be a Construct.

Effect: Gain the benefits of the "Lucky" feat but with only 1 luck point, at level 10 you gain 1 more point and another at level 20.

Analysis Enhancement

Prerequisites: Nero Harness, or be a Construct.

Effect: You can attempt to hide when you are lightly obscured and missing an attack from hiding doesn't reveal your position.

Facial Processing Unit

Prerequisites: Nero Harness, or be a Construct.

Effect: You have advantage on saving throws to resist being Charmed or Frightened and gain proficiency in Persuasion and Intimidation.

Drama Matrix

Prerequisites: Nero Harness, or be a Construct.

Effect: You gain the ability to mimic any speech or sound you have heard within the past week and gain proficiency in Deception and Performance checks.

Camaraderie Core

Prerequisites: Nero Harness, or be a Construct.

Effect: Any allies who take a short or long rest with you gain temporary hit points equal to half your level.

Cerebral Enhancement

Prerequisites: Nero Harness, or be a Construct.

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

Prerequisites: Nero Harness, or be a Construct.

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

Prerequisites: Nero Harness, or be a Construct.

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.

Arcane Generator

Prerequisites: Nero Harness, or be a Construct.

Effect: You are a Born Arcane user, you gain the Innate Caster mutation, see mutations on Pg. ___. These spells can be taken from any Discipline with the exception of the Divine, Ruinous and Necromancy Disciplines to include any that may require a mark. You use your Intelligence for the Spell casting ability. this ability does not need to be taken, always remember and understand how magic is used in Terrahime and the material plane.

Chest Augmetics

You may have 2 Chest Augmetics

Endurence Core

Effect: Permanently gain a +2 to you Constitution to a max of 22.

Upgrade This may be taken up to 4 times staking the effects.

Adamantine Plate

Effect: Gain +1 AC when in light or no armor.

Reactive Shield

Prerequisites: Adamantine Plate or be a Construct.

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

Effect: You gain advantage on attack rolls against a creature you are grappling.

Healing Matrix

Effect: Gain an inbuilt healing kit with 4 charges per long rest. Each charge can be used to automatically stabilize a dying creature or restore 1d6+4 hit points. A target can only be healed once per short or long rest with this kit.

Bionics

Prerequisites: must be a Construct.

Effect: A character with bionics gains the 1 HP at the start of each round of combat. This does not work if you are unconscious.

Master worked Bionics

Prerequisites: Bionics.

Effect: A character with master worked bionics gains the 1d4 HP at the start of each round of combat. This does not work if you are unconscious instead of just 1.

Back Augmetics

You may only have 2 back Augmetic.

Adamantine Plate

Effect: Gain +1 AC when in light or no armor.

Intergrated Grav Chute

Prerequisites: Adamantine Plate (back) or a Construct.

Effect: As a reaction while falling, this may be activated to slow descent speed 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 no longer requires a reaction to slow descent and remove falling damage.

Flanking Sensor

Effect: Enemies do not have advantage against you as a result of the help action, being unseen, being flanked or other similar effects.

Boosters

Prerequisites: Adamantine Plate (back) or a Construct.

Effect: Gain a fly speed equal to your movement speed. Combination of physical materials and energy based projections. Must be activated as a bonus action before being able to use. After 5 rounds of constant use, they begin to overheat and become inoperable you can vent as an action to remove the overheating effect. you may end this early as a bonus action. at level 10 you may vent as a bonus action and at level 15 you may fly for 10 rounds. If you are in a Zero gravity environment you do not overheat.

Arm Augmetics

You may have 2 Augments on each arm.

Machine Arm (May have one per arm)

Effect: permanently gain a +2 to your Strength to a max of 22.

Upgrade This may be taken once per arm, staking the effects.

Adamantine Plate:

Prerequisites: Must Have a Machine Arm, or be a Construct.

Effect: Gain +1 AC when in light or no armor.

Upgrade This may be taken once per Arm staking the effects.

Enhanced Arm Servos

Prerequisites: Must Have a Machine Arm, or be a Construct.

Effect: Gain 1D4 to damage rolls with melee weapons used by that arm.

Upgrade If you have this on both your left and right the bonus damage becomes 2D4 with Two-Handed melee weapons.

Grapple Gun

Prerequisites: Must Have a Machine Arm, or be a Construct.

Effect: Allows you to hide a one-handed retractable grappling hook inside your arm. This hook can attach to any surface and holds 60 feet of metallic cable. As a bonus action, you can attempt to attach the hook to any surface in range or reel the hook (bringing you to the attached surface). The attachment can support your weight, for example enabling you to end your turn on the ceiling.

You can attempt to grapple a creature using the hook. The target must make a Strength saving throw (DC = 10 + Strength modifier + your proficiency bonus) and can repeat this save at the beginning of each of their turns. The target is grappled on a failed save and takes 1d8 piercing damage. On a success, the target is not grappled and takes no damage. As bonus action, you can pull the target towards you or move to the target whilst they are grappled. Requires and occupies one free-hand whilst grappling and cannot grapple creatures more than one size larger than you. At level 9 The cable is now 120ft long and grapple damage is increased to 2d8.

Arm Blade

Prerequisites: Must Have a Machine Arm, or be a Construct.

Effect: Allows you to hide a one-handed, retractable blade inside your arm. It deals 1d10 + Strength modifier slashing damage. No action is required to extend or retract the weapon. At level 9 the Weapon now counts as +1 and magical.

Arm Club

Prerequisites: Must Have a Machine Arm, or be a Construct.

Effect: Allows you to hide a one-handed, retractable club inside your arm. It deals 1d10 + Strength modifier bludgeoning damage. No action is required to extend or retract the weapon. At level 9 the weapon now counts as +1 and magical.

Arm Spike

Prerequisites: Must Have a Machine Arm, or be a Construct.

Effect: Allows you to hide a one-handed, retractable Spike inside your arm. It deals 1d10 + Strength modifier piercing damage. No action is required to extend or retract the weapon. At level 9 the weapon now counts as +1 and magical.

Shock Stick

Prerequisites: Must Have a Machine Arm, or be a Construct.

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 magical.

Net Launcher

Prerequisites: Must Have a Machine Arm, or be a Construct.

Effect: Allows you to hide a retractable net launcher inside your arm. As an action, you can load a net into the net launcher. Extending and retracting the weapon requires a bonus action. the net requires a DC 15 Strength check to break or a 15 slashing damage. At level 9 the Net now require a DC 20 Strength check to break or 30 slashing damage to destroy.

Hand Augmetics

You may have 2 hand augmetics on each hand.

Articulated Phalangies

Prerequisites: Must have Adamantine Fists, Machine arm or be a Construct.

Effect: Permanently gain a +2 to you Dexterity to a max of 22.

Upgrade This may be taken once per hand staking the effects.

Adamantine Fists (Pair counts as 2 Slot)

Effect you gain Proficiency with unarmed attacks and the now deal 1d6 bludgeoning damage

Fire Flux

Prerequisites: Must have Adamantine Fists, Machine arm or be a Construct.

Effect: Intergrated Hand flamer reload on short rest.

Cryo Ray

Prerequisites: Must have Adamantine Fists, Machine arm or be a Construct.

Effect: Gain the ray of frost cantrip.

Tazer Gauntlet

Prerequisites: Must have Adamantine Fists, Machine arm or be a Construct.

Effect: Gain the shocking grasp cantrip.

Plasma Blaster

Prerequisites: Must have Adamantine Fists, Machine arm or be a Construct.

Effect: acts as a plasma pistol.

Effect: Increase the damage of your unarmed strike to 1d6 bludgeoning damage. You may make an additional unarmed strike when you attack and hit with an arm weapon. At level 9 your Unarmed damage increased to 1d8 and you make two extra unarmed attacks.

Hydraulic Ram

Prerequisites: Must have Adamantine Fists, Machine arm or be a Construct.

Effect: May sacrifice damage die on each successful unarmed attack to push a target. For each damage die sacrificed, push the target 10 ft 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 movement speed. 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 damage for each 10ft traveled. If they travel at least 30ft, they must make a Constitution saving throw (DC 8 + Constitution modifier + your proficiency bonus) or be stunned for 1 round.

Energy Snare

Prerequisites: Must have Adamantine Fists, Machine arm or be a Construct.

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 damage to 0, the missile disintegrates. At level 9 The damage is now reduced by 2d6 + your level.

Leg Augmetics

You may have a Maximum of 2 Leg augmetics on each leg,

Machine leg (1 Per leg)

Effect: Permanently gain a +2 to your Strength to a maximum of 22.

Upgrade This may be done once per leg, staking the effects.

Adamantine Plate

Prerequisites: Must have a Machine leg, or be a Construct.

Effect: Gain +1 AC when in light or no armor.

Upgrade This may be taken once per leg, staking the effects.

Enhanced leg Sevos (Pair counts as 2 leg slot)

Prerequisites: Must have 2 Machine legs, or be a Construct.

Effect: Gain advantage on Athletics and Acrobatics skill checks when using your legs.

Anvanced Propulsion System (Pair counts as 2 leg slots)

Prerequisites: Must have 2 machine legs, or be a Construct.

Effect: Gain +5ft to movement speed. Gain +5ft to jump distance, both vertical and horizontal. At level 10 you gain an additional +5ft to movement speed and jump distance.

Heavy support Tracks (Pair counts as 2 leg slots)

Prerequisites: Must have 2 machine legs, or be a Construct.

Effect: You may ignore Heavy property.

Feat Augmentations

You may have 2 foot augmetics on each foot

Articulated Locomotion

Prerequisites: Must have a Machine leg, or be a Construct.

Effect: Permanently gain a +2 to you Dexterity to a max of 22.

Upgrade This may be taken once per foot, staking the effects.

Displacement Pads (Pair Counts as 2 foot slots)

Prerequisites: must have 2 machine legs or be a Construct.

Effect: Gain a climbing speed equal to your movement speed. Climbing does not require additional movement. Gain the ability to walk on water or move across light, thin or narrow 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 movement on such surfaces without the normal consequences (e.g. finish a turn standing on water).

Hydro Fins (Pair counts as 2 foot slots)

Prerequisites: must have 2 machine legs or be a Construct.

Effect: Gain a swim speed equal to your movement at level 9 gain a swimming speed equal to your movement speed x 2.

Gravity Anchors (Pair counts as 2 foot slots)

Prerequisites: must have 2 machine legs or be a Construct.

Can be activated as a bonus action, if this is done you may not be Knocked Prone, lifted off or pushed on a metal surface When active reduce the character’s movement by 10ft, but allows him to move normally when in low or zero-gravity areas, provided there is a suitable metallic surface to walk upon.

Durmal/Exo Augmetics

You may have up to 6 Dermal/Exo Augmetics

Dermal/Exo Hardener

Effect: Gain resistance to slashing damage.

Upgrade: You may take this twice gaining immunity Instead.

Dermal/Exo Puncture Guard

Effect: Gain resistance to Piercing damage.

Upgrade: You may take this twice gaining immunity Instead.

Absorbent Dermis/Exo skeleton

Effect: Gain resistance to Bludgeoning damage.

Upgrade: You may take this twice gaining immunity Instead.

Fire Retardant Dermis/Exo Skeleton

Effect: Gain resistance to Fire damage.

Upgrade: You may take this twice gaining immunity Instead.

Rubberized Dermis/Exo Skeleton

Effect: Gain resistance to Lightning damage.

Upgrade: You may take this twice gaining immunity Instead.

Thermo Reactive Dermis/Exo Skeleton

Effect: Gain resistance to Cold damage.

Upgrade: You may take this twice gaining immunity Instead.

Active Camouflage (Counts as 2 slots)

Effect: Gain advantage on all sight based stealth checks. If after modifiers, you roll a 20 or higher, treated as if invisible and cannot be detected by sight. 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 only have a minimal effect if they're covered in clothing or armor.

Anatomic Augmetics

You may have up to 3 Anatomic Augmetics

Nano-Fibres

Prerequisites: must be a Construct.

Effect: You gain +5ft movement, Climbing no longer costs extra movement and standing up from being prone only uses 5 feet of movement.

Juggernaut Plating

Prerequisites: must be a Construct.

Effect: Your Strength score increases by 1. If you take the dash action on your turn and engage a target, you may use your bonus action to either push the target 10ft for large 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 strength save DC 8 + your STR + Proficiency. if you dont push them you may make a single attack against the target. If the attack connects, it deals an extra 1d4 damage for each 15ft traveled.

Ligament Upgrades

Prerequisites: must have 2 machine arms and 2 machine legs or be a Construct.

Effect: +5 bonus to initiative.

Upgrade At level 10 and above you may take this again staking the effects.

Hyper Drive Field

Prerequisites: must be a Construct.

Effect: When you hit a target 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 also use this ability to move the target 5ft in a direction of your choice. They make a Constitution saving throw against DC 8 + your proficiency bonus + your Constitution modifier. On a save, nothing happens.

Vital Regulator

Effect: Add a max Hit die to your Hit point Maximum. Furthermore you gain advantage on medicine checks made to learn about an ailment you have. At level 10 you add one more Max Hit die to your Hit point Maximum.

Bionic Respiratory System

Effect: Gain Immunity inhaled poisons, gases and deiseses. and you gain advantage on saves made against being fitigued from running or reduce O2 levels.

Muscle Enhancement

Effect: Gain a + 2 to all Strength Saves and skill checks made.

Upgrade At level 10 and above you may take this again staking the effects.

Endurance Enhancement

Effect: Gain a + 2 to all Constitution Saves and skill checks made.

Upgrade At level 10 and above you may take this again staking the effects.

Response Enhancement

Effect: Gain a + 2 to all Dexterity Saves and skill checks made.

Upgrade At level 10 and above you may take this again staking the effects.

Bionic Heart

Effect: A character with a Bionic Heart may 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.

Upgrade At level 10 and above you may take this again if you do you regain HP equal to half your level.

Heavy Frame

Prerequisites: must be a construct and cannot be taken with a booster

Effect: You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.

Spinal Augmetics

You can have up to 2 Mechadendrites

Ballistic Mechadendrite

Prerequisits: Human, Cult Mechanicus

Effect: Gain 1x Ballistic Mechadendrite, as listed in the Mechadendrites section of this Book.

Manipulation Mechadendrite

Prerequisits: Human, Cult Mechanicus

Effect: Gain 1x manipulation Mechadendrite, as listed in the Mechadendrites section of this Book.

Explorer Mechadendrite

Prerequisits: Cult Mechanicus

Effect: Gain 1x Explorer Mechadendrite, as listed in the Mechadendrites section of this Book.

Medicae Mechandendrite

Prerequisits: Cult Mechanicus

Effect: Gain 1x Medicae Mechandendrite, as listed in the Mechadendrites section of this Book.

Optical Mechandendrite

Prerequisits: Cult Mechanicus

Effect: Gain 1x Optical Mechandendrite, as listed in the Mechadendrites section of this Book.

Utility Mechandendrite

Prerequisits: Cult Mechanicus

Effect: Gain 1x Utility Mechandendrite, as listed in the Mechadendrites section of this Book.

Mechadendrites

A Mechadendrite is the term used for a large assortment of bionic tentacle-like and robotic arm limb prosthetics used by the Tech-priests of the Adeptus Mechanicus and the Techmarines of the Adeptus Astartes. A Mechadendrite is used by the Tech-priest or Techmarine for micro-construction and repair, maintenance tasks, scientific research and even defensive firepower. Most Mechadendrites contain a number of tools, devices or weapons that are intended to serve the specific functions required by their use. A Mechadendrite is hard-wired into the central nervous system of the Tech-priest or Techmarine and surgically attached to the spine, so that it is controlled by its user's mind using neural impulses just like a biological limb.

Mechadendrites are constructed from various metallic alloys and have innumerable motors and actuators encased within their structures. A set of Mechadendrites are normally much longer than a human's natural limbs and possess multiple segemented joints to allow maximum reach and flexibility, giving them the appearance of serpentine tentacles.

Tech-priests of the Adeptus Mechanicus with the rank of Enginseer and above are known to possess and even eagerly seek out the implantation of Mechadendrites, and although they may often have only a single one of the bionic tentacles or Servo-Arms fitted, it is possible to implant as many of the augmetic limbs as the human body's anatomy will allow but in most casses it is from 1 to 4. Servitors can also have Mechadendrites implanted so that they can assist a Techmarine or Tech-priest in their duties.

Most characters can have up to two Mechadentrites, you gain one Mechadendrite action for each Mechadendrite you have.

Mechadendrite action: A mechadendrite action may be used in replace of an attack during the attack action, or you may use up to two mechadendrite actions as a bonus action (one per Mechadendrite).

Machadendrites Descriptions

Ballistic Mechadendrite (Techpmarine, Cult Mechanicus)

This solid, shoulder-mounted Mechadendrite is designed for self-defence. This two-metre-long mechanical limb is mounted with a sleek-looking Laspistol of Adeptus Mechanicus design. The weapon type may be modified, Consult GM.

Effect As Mechadendrite action you may fire your Ballistic Mechadendrites you have using you intelligence bonus with proficiency to attacks and you intell bonus to damage rolls.

Manipulator Mechandendrite (Servo-Arm)

A Manipulator Mechandendrite, also known as a "Servo-Arm," is possibly the most common form of Mechadendrite in use. This artificial limb is a great aid to those working in industrial or technical areas. This powerful shoulder-mounted Mechadendrite is designed for heavy lifting and the manipulation of industrial gear. Built of fire-hardened ceramite and steel, this limb may extend to a length of 1.5 meters.

The Manipulator is tipped with two sets of gripping and crushing pincers. The viscous gripping and crushing pincers can also tether the user to gantries or suitably heavy objects and may be used in combat to make melee attacks. While powerful, the Servo-Arm is not subtle and attempts to use it for such tasks as Data-Slate typing, inscribing holy etchings, handling delicate objects, or the like, will only end with ruined equipment or a failed summoning.

Effect Your new Mechadentrite arm can perform any normal task that your biological arms can but are not proficient with any weapons or shields, it is however proficient in unarmed strikes.

As a Mechadendrite action you may make one unarmed strike with you Mechadendrite. The attack rolls for these strikes can use either your Constitution or Dexterity modifier and deals 1d8 plus modifier bludgeoning damage for each strike.

Your new arm also give you advantage on any grapple checks you make.

Exploration Mechadendrite (Cult Mechanicus)

Built to meet the exacting standards of the Priesthood of Mars, an Exploration Mechadendrite offers peerless investigation and collection skills to the excavation-minded Explorator. Specialised, extraordinarily delicate Servo-Arms and collection pods all coordinate together to allow for perfect observation, collection, measurement, and archiving of up to ten separate samples. These samples are then fed through a series of filters and processes all within specially-built chambers.

Effect This Mechadendrite has a camera that can hold up to 150 hours of footage that can be played back for the owner or loaded on to a Holo type device for exernal viewing. It also has 10 sample chambers taking a Mechadendrite action to get a sample, this allows for full analysis of the chambers properties and market worth this is done during a short rest. In addition, as part of a backup system to flush out and sterilise the sample chambers, each can be forcefully ejected from a spout on the end of the arm if needed as a free action. This Mechadentrite also contains a built-in Auspex, Chronometer, Glow-lamp, Glow-beam and compass, spread throughout the limb.

Servo-Harness (Techmarine only)

A Servo-Harness is a special type of augmetic aid often used by a Space Marine Chapter's Master of the Forge or his senior Techmarines. It is, in truth, practically a mobile shrine to the Omnissiah and consists of many blessed tools, mechanical limbs and weapons. With it, a Master of the Forge can make battlefield repairs on any vehicle, shore up defences, or assist his Battle-Brothers in combat.

Unlike other Mechadendrites, a Servo-Harness is often attached to the Techmarine's Power Armour. While it is controlled through a direct neural connection like all Mechandendrites, it is not necessarily permanently, surgically implanted into the Techmarine's body.

Among the most potent tools that can double as a close-ranged weapon is the Servo-Harness' Plasma-Cutter, which unleashes a superheated plasma jet that can cut even through the reinforced ceramite plate of Terminator Armour. A Servo-Harness is also outfitted with a Flamer and two standard Servo-Arms

Effect Counts as 2x Manipulation Mechadendrites, 1x Ballistic Mechadendrite one with a (plasma cutter) and 1x Ballistic Mechadendrite with a (Flamer) and your size is now large.

Medicae Mechandendrite (Cult Mechanicus)

This two-metre-long, flexible artificial limb is designed to provide medical and surgical assistance in the field. The Medicae Mechadendrite houses six injector pistons, each of which may be filled with one dose of healing Medicines. These must be supplied and replaced separately. In addition to providing first aid, the Mechadendrite’s flesh staplers may be used to staunch blood loss. A small Chainscalpel attachment reduces the difficulty of limb amputation. This Mechadendrite.

Effect You gain a Medi-pack with 6 uses, these must be supplied and replaced separately during a short rest. as a mechadendrite action and one use of the medi-pack you may use the Spare the dieing cantrip. Furthermore with one use of the medipack you can use a mechadendrite action to restore 1d6 + 4 hit points to a creature within 5ft, 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.

Medicae/Torture Mechadendrite (Chaos/Renegade)

Employed by the Forces of Chaos, a Medicae/Torture Mechadendrite is made of thin, dextrous, two-metre-long tubes of metal and plasteel tipped with a variety of fascinating needles and blades. This Mechadendrite can either heal or harm depending on the Heretic's intent.

just like the Medicae Mechadendrite this houses six injector pistons, each may be filled with one dose of a healing or poison, and must be supplied and replaced separately. Built-in flesh staplers may be used to staunch blood loss while the Chainscalpel attachment reduces the difficulty of limb amputation.

Effect This acts the same as a Medicae Mechadendrite but you may choose to fill any of the six injectors with either a uses of a med pack or a does of poison. Allowing you to use one use of the poison in this mechdendrites to make a melee attack against a target within 5ft of you, have Proficiency with the Attack and it deals 1d6 + Intel bonus Poison damage and has AP. If you hit a creature with this it must make a con save DC 15 or be Poisoned for 1 min, they may take the test again at the end of each of there turns.

Utility Mechandendrite (Cult Mechanicus)

This two-metre-long mechanical limb houses a variety of tools and attachments designed to assist a Tech-priest in the course of his sacred duties. The limb also houses six injector pistons, each filled with one dose of Ligature Oil, these must be supplied and replaced separately. In addition to this, the artificial limb contains an electrically-powered censer, which can gust incense fumes over particularly troublesome faults. The censer generates one "blast" of smoke every 15 solar minutes, with effects depending on the acquired ingredients.

This can alternatively belch smoke clouds that may be employed in melee combat to distract and choke, affecting all living creatures within a 5ft radius. Unless the censer is deactivated, those affected by the billowing smoke must rely on their sense of smell to detect the Mechadendrite's user. Also useful in combat is the cutting blade found at the end of one tip, which is similar to a knife blade.

Effect You gain a Maintenance Kit with 6 uses, these must be supplied and replaced separately during a short rest. as a mechadendrite action and one use of the Maintenance Kit you may use the Spare the dieing cantrip on a vehicle or construct. you may also use one use of the Maintenance Kit and a mechadendrite action to restore 2d6 + 8 hit points to a vehicle or construct within 5ft, plus additional hit points equal to the targets maximum number of Hit Dice. The target can't regain hit points from this feat again until it finishes a short or long rest.

Furthermore you may as a bonus action to cause a plume of smoke to surround you for 1d4 rounds, Creatures in the smoke are Blinded and Ranged attack against you or anyone in the radius of the smoke have disadvantage, this also applies when a crature is shooting through the smoke as well. You regain use of this after 1 hour.

Genetic Modifications (Mortals Only)

We know the foundation of life consists in a stream of codes not so different from the successive frames of a watchvid. Why then cannot we cut one code short here, and start another there? Is life so fragile that it can withstand no tampering? Does the sacred brook no improvement?”, Genetor Vahlen Due to superstition and the uneven availability of technology across the Imperium, the sophistication and use of genetic modifications varies widely, as does the reaction to those who display them. Each different kind of genetic modification grants the user different benefits (and sometimes penalties) depending on craftsmanship (detailed below). Note that although Best craftsmanship genetic modifications rarely provide additional benefits beyond those of Good craftsmanship, they are far more impressive in the construction and design. This can be reflected in bonuses to Social tests, Influence, or Subtlety at the GM’s discretion. The Availabilities listed in this document represent Common genetic modifications. Unless otherwise specified, the effects of Genetic Modifications and Cybernetic Augmentations do not stack and cannot both be applied to the same part of the body. For example, if a character has both vat-muscles and a bionic arm, they do not gain the benefit of vat-muscles for tests taken with the bionic arm.

The Adeptus Biologis is a orginisation within the Adeptus Mechanicus, the Adeptus Biologis specializes in genetic science and the study of life. some members are known as a genetors of the Adeptus Biologis commonly study biological systems; those of the xenos in order to defeat them, those of the human body in order to improve it. It is one of the few institutions in the Imperium, alongside the Ordo Xenos, permitted to study xenos and regularly examine alien species. For the most part, those of the Adeptus Biologis differ little from other Tech-Priests, they bear the same manner of implants,


These Mods are for Non tech Priest Non Astartes characters and can only be installed by a Tech Priest Genetor, Also these mods Cannot used to stack with Cybernetic Augmentations, Nor can they be paired with such tech and in mixing and matching

This requires some time in hours and the genetic materials (consult GM) to create the modifacation and a number of hours to apply it. Then a number of long rests (consult GM) to recover. You also suffer 1 or more levels of exhaustion for a number of days after recovery (Consult GM), as your body gets accustomed to the new part.

Performing this Proccedure requires Medicine check, the DC for this check is equal to 15 plus twice the number of modifacations you are attempting to change or install. On a failed check, you are unsuccessful in your efforts and must make an additional check to attempt to fix your original modifications.

The DC to fix a modifacation is 20, if this check is also failed, you no longer benefit from it as it is non-functional. You may repeat the check after a long rest.

Genetic Modifications Effects

Adaptive Bone Marrow

With the ministrations of a skilled Genetor, bone marrow can be recoded to produce stem cells at a much higher rate, significantly improving the body's efficiency at healing.

Effect: When applying healing to a character with Adaptive Bone Marrow, may re-roll any die that is used to heal you.

Bio-Electirc Skin

The nerves in the skin can be enhanced to produce an electric shock, making physical contact potentially dangerous.

Effect: If a character has Bio-Electric Skin, their unarmed attacks deal lightning damage so long as they're hitting the target with their bare skin. Additionally, once per round, a character with Bio-Electric Skin can force all characters who are in physical contact with their bare skin to take a constitution saving throw. If the targets fails the, they Stunned for one round.

Collumus Gills

Skilled genetors can craft gills to the sides of human neck, allowing the bearer to breathe underwater as well as on dry land.

Effect: A character with Collumus Gills gains water breathing.

Conficien Lungs

Crafted from the finest gene-stock, Conficien Lungs are far more effective than their natural counterparts.

Effect: A character with Conficien Lungs gains advantage on con saves made to resist the effects of equastsion, Furthermore you always count as having one level less exaustion

Draco Tongue

Commonly acquired by nobles both to better enjoy their luxurious food and avoid the poisons of their enemies, a Draco-Tongue nearly quadruples a human body's meager sense of taste.

Effect: A character with a Draco-Tongue gains +10 to all Perception tests based on taste and smell, and can detect toxins and poisons by taste with an Science test.

Hyper Kidneys

Another favorite of the nobility on certain worlds, Hyper-Kidneys exponentially increase the amount of blood the kidneys can filter, as well as enhancing their ability to detect and filter out toxins,making the human body far more resilient to the poisons of the treacherous.

Effect: A character with Hyper-Kidneys advantage on con saves made to resist poisons and drugs.

Neural Dampening

Dampening the pain centers of the brain makes the human body far more resilient when under intense pressure.

Effect A character with Neural Dampening gains a +10 bonus on all tests to resist Fear, Routing, Interrogation, and mind affecting Psychic powers.

Logan Gland

Among the most ancient and ill-understood gene-crafting techniques lie the secrets of rapid cellular regeneration. It is through the Logan Gland that this miracle of medicae is possible, though the gland can only operate for short periods of time.

Effect: A character with a Logan Gland gains the 1d4 HP at the start of each round.

Mimetic Skin

Gene-crafting mimetic skin is among the rarest and most difficult procedures known to the Adeptus Biologis, and for good reason. It involves grafting a complex series of genes into the subjects DNA to allow them to consciously change the color of their skin to match their surroundings. A character with Mimetic Skin can become chameleonic and blend in with their environment. Changing their skin color is a bonus action.

Effect: After the change, they gain advantage on all sight based stealth checks. If after modifiers, you roll a 20 or higher, treated as if invisible and cannot be detected by sight. if the character Charges, Runs, or makes an Attack action, the effect immediately ends. GM Note: Because this genetic modification affects the character's skin, it will only have a minimal effect if they're covered in clothing or armor.Gain advantage on all Stealth checks.

Natural Armor

Armor For the paranoid, the genetors of the Adeptus Biologis gene-craft sub-dermal bone armor, allowing their clients to rest easier knowing they always have at least a modicum of protection.

Effect: A character with Natural Armor gains a +1 AC and Resistance to bludgeoning damage

Natural Weapons

Grafting sharp teeth and wicked claws onto the human body is a simple matter for most genetors. A character with Natural Weapons gains the Natural Weapons trait.

Effect: Gain a natural weapon that deal 1D8 damage work with your GM to see waht damage type it can be and waht part of the body it may be on.

Raptor Eyes

A favorite among assassins and bounty hunters, Raptor Eyes drastically increase the range of human vision, making it almost impossible to hide from someone with this enhancement.

Effect: character with Raptor Eyes gains advantage on all vision-based Perception tests as well as the Dark vision 30ft and low light 60ft.

Secondary Heart

An additional heart makes the human body significantly more durable.

Effect: A character with a Secondary Heart may 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.

Sonar Sense

By gene-crafting the human body to emit and receive high-pitched tones, a subject can detect their surroundings with flawless precision, even in complete darkness.

Effect: A character with Sonar Sense gains Blind sight 15ft.

Tardigrade Skin

Extracted from a microscopic life-form found across the galaxy, Tardigrade Skin enables the human body to resist almost any environmental extremes.

Effect: A character with Tardigrade Skin can reroll any failed constitusion saves made to resist the effects of environmental extremes, such as extreme heat, vacuum, or extreme cold.

Vat Muscles

A favorite of elite warriors as well as nobles wishing for a more intimidating appearance, Vat-Muscles are larger and more powerful than their natural counterparts.

Effect: A character with Vat-Muscles gains a +4 Strength to a Maximum of 20. This genetic modification cannot be taken with Synthetic Muscle Grafts

Venom Glands

A favorite of assassins, Venom Glands make the human body significantly more lethal.

Effect: =If a character has Venom Glands, their unarmed attacks gain 1D4 Poison damage. Additionally, the character can spit venom from special glands in their mouth 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

Vsepertilio Ears

Commonly found among hive city bounty hunters, Vespertilio Ears are significantly more sensitive than their human counterparts, allowing for greater auditory perception.

Effect: A character with Vespertilio Ears gains advantage to all Perception tests based on hearing.

Wings

From the earliest days of humanity, people have dreamed of soaring through the skies. The genetors of the Adeptus Biologis are more than willing to grant this primal wish, though this often leads to trouble with the authorities due to apparent mutation.

Effect: A character with Wings gains a flying speed of 60ft. The appearance of the wings is up to the character, though the most common variants are covered with feathers or thin, skin-like membranes.

Mutations (Mortals Only)

The Imperium of Man greatly fears mutation. First off, many such growths are physically alarming, causing natural revulsion in those who witness them.

Beyond simpler signs of mutation are grotesqueries such as insectoid claws, tentacles or fanged maws where no mouth ought to be.

Rampant growth of meat and bone can create twelve­ foot-high monstrosities whose fists are capable of bending plasteel, and whose mass can absorb bolt shells that would fell an ordinary person. There have also been many recorded instances of mutants whose flesh has melded with machinery or other inorganic technology, often through the reality-warping power of Chaos.

On many Imperial planets, mutants are quickly abandoned by their parents and have to learn how to take care of themselves. They are almost always the worst off people in Imperial society. It is very rare to find a world that will tolerate them and not discriminate against them.

These worlds are a paradise for mutants compared to most worlds of the Imperium. Desperately seeking some form of acceptance, many mutants join rebellious cults. Most of these cults simply condemn the faults of Imperial society but others worship Chaos and plan rebellion.

These cults easily corrupt mutants due to the discrimination they have suffered. On most worlds mutants are not allowed to carry weapons for fear of rebellion. The weapons they do come to possess will often be primitive -- chains, knives, Stubbers and other simple ballistic weapons like slug-throwing revolvers.


These Mods are for Non Cult mechanicus characters and can only be happen through mean of corruption or an ability grants you one, in some cases a DM may give you one because of sustained exposure to a certain envioment or chemical or even being brifely exposed to a certain agent. so be mindful of taking mutations because you may become an enemy of the imperium due do you inhuman biology.

Godolkin Index

In the late 41st Millennium, the official document outlining the differences between Humans and mutants is the Godolkin Purebreed Guide, a treatise that describes the subject's deviation from the standard Human phenotype according to a system of points; the more severe the mutation, the higher its value in points on the Godolkin Index.

While on most Imperial worlds, a tolerance of up to 3 points is given, some worlds may be granted exemptions by the Administratum due to their strategic value. (consult you GM to see if the threshold is higher in your game).

For instance, on the Industrial World of Kalidar, emergent psykers are only terminated if they deviate by more than 14 points from the baseline Human genome.

Mutations Effects

Blind sense

You can detect your surroundings with flawless precision, even in complete darkness provided you are not Defend.

Effect: A character with Mutated Ears gains blind sight 15ft.

Chemeloionic Skin

The color of their skin will change to match their surroundings. A character with Chemeleonic Skin can become chameleonic and blend in with their environment. Changing their skin color is a bonus action.

Effect: After the change, they gain advantage on all sight based stealth checks. If after modifiers, you roll a 20 or higher, treated as if invisible and cannot be detected by sight. if the character Charges, Runs, or makes an Attack action, the effect immediately ends. GM Note: Because this genetic modification affects the character's skin, it will only have a minimal effect if they're covered in clothing or armor.Gain advantage on all Stealth checks.

Conductive Skin

The nerves in the skin can produce an electric shock, making physical contact potentially dangerous.

Effect: If a character has conductive Skin, their unarmed attacks deal lightning damage so long as they're hitting the target with their bare skin. Additionally, once per round, a character with Bio-Electric Skin can force all characters who are in physical contact with their bare skin to take a constitution saving throw. If the targets fails the, they Stunned for one round.

Endless Fight

Effect: A character with a endless fight may 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.

Fearless

This Mutation maks the creature far more resilient when under intense pressure.

Effect A character with fearless gains a +10 bonus on all tests to resist Fear, routing, Interrogation, and mind affecting Psychic powers.

Gills

Gills that allow you to breathe underwater as well as on dry land.

Effect: A character with Gills gains water breathing.

Mutant Ears

Mutant Ears are significantly more sensitive than their human counterparts, allowing for greater auditory perception.

Effect: A character with bestial Ears gains advantage to all Perception tests based on hearing.

Mutant Endurance

Mutants Lungs are far more effective than their natural counterparts.

Effect: A character with Bestial Endurance gains advantage on con saves made to resist the effects of exquastsion, Furthermore you always count as having one level less exaustion

Mutant Tongue

a Mutant Tongue nearly quadruples a human body's meager sense of taste.

Effect: A character with a mutant tongue gains +10 to all Perception tests based on taste and smell

Mutated Eyes

Raptor Eyes drastically increase the range of human vision, making it almost impossible to hide from someone with this enhancement.

Effect: character with Mutated Eyes gains advantage on all vision-based Perception tests as well as the Dark vision 30ft and low light 60ft, provided you are not blinded.

Mutated Armor

natural armor comes in many forms, ranging from sub-dermal bone armor to Chitanus exo skelitons, allowing their hosts to have at least a modicum of protection.

Effect: A character with Natural Armor gains a +2 when whearing medium or lighter armor and Resistance to your choice of any damage type except for Force damage.

Mutated Weapons

Sharp teeth and wicked claws are a few examples of natural weapons.

Effect: Gain a natural weapon that deal 1D8 damage work with your GM to see what damage type it can be and wha part of the body it may be on.

Psyker Gene (Special)

Psykers are not left to live out their existence like most mutants but are taken from their homeworlds by the Imperium in the Inquisition's Black Ships to be trained by the Adeptus Astra Telepathica since they are considered far too dangerous to be allowed to exercise their abilities without proper Imperial conditioning.

The training of Sanctioned Psykers by the Imperium allows them to be used in battle with the Astra Militarum, to fuel the power of the Astronomican by sacrificing their lives to help the Emperor maintain that great telepathic beacon of interstellar travel or to serve in the choirs of astropaths who telepathically communicate between distant worlds

Effect: You gain the Warp Detect and Witch Sight Warp Touched Traits as well as you may pick one warp touched trait of your choosing. you also Gain the ability to cast the Eldritch Blast cantrip and the Psyker keyword.

Regeneration

Among the most odd, this Mutation causes lumps of flesh to heal very fastly over its body allowing for rapid healing in short intervals.

Effect: A character with a Regeneration gains the 1d4 HP at the start of each round.

Regenerative Tissues

This mutation, significantly improving the body's efficiency at healing.

Effect: When applying healing to a character with Adaptive Bone Marrow, may re-roll any die that is used to heal you

Second Head

you grow a second head usually from your shoulder (usually it is much smaller and grotesque looking most often it can speak but not allways can others understand it)

Effect: you gain advantage on Perception saves made.

Toxic Adaption

This mutation enhances your ability to detect and filter out toxins, making your body far more resilient to the poisons of the treacherous.

Effect: A character with Toxic Adaptations advantage on con saves made to resist poisons and drugs.

Tardigrade Skin

This Skin enables the body to resist almost any environmental extremes.

Effect: A character with Tardigrade Skin can reroll any failed constitusion saves made to resist the effects of environmental extremes, such as extreme heat, vacuum, or extreme cold.

Third arm

you have a third functional arm.

Effect: you new arm can do any thing your other two arms can. you may also as a bonus action use a weapon or item in the hand as long as it is light. if you are dual wielding with your other two arms you get to do this attack and your normal offhand attack as the same bonus action.

Unnatural Strength

This mutants muscles are larger and more powerful than their natural counterparts.

Effect: A character with Unnatural Strength gains a +4 Strength to a Maximum of 20.

Unnatural Size

Your body mutates to a size that is around 200% to 300% larger than it was though this tends to slow you down a bit.

Effect: A character with Unnatural Size is now a Large size and gains the Larger then most, Large Frame, Strong and Angry and Unstoppable Destruction, ability as described in the racial traits of the Ogryn and you suffer a -10ft movement decrease.

Unnatural Agility

Your body mutates in to a sleek and slender fast frame.

Effect: A character with Unnatural Agility gains +10ft movement, Climbing no longer costs extra movement and standing up from being prone only uses 5 feet of movement. you may jump 5x as far as you would normally.

Venom Glands

Venom Glands make you significantly more lethal.

Effect: If a character has Venom Glands, their unarmed attacks gain +1D4 Poison damage. Additionally, the character can spit venom from special glands in their mouth 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

Wings

From the earliest days of humanity, people have dreamed of soaring through the skies. this mutation gives you a set of wings, though this often leads to trouble with the authorities due to apparent mutation.

Effect: A character with Wings gains a flying speed of 60ft. The appearance of the wings is up to the character, though the most common variants are insect like or thin, skin-like membranes that resemble bat wing.

Chaos Mutation

Some chaos mutations may only be taken if you have a specific Mark of Chaos, if you do not

Caustic Blood

Your blood becomes a caustic as a high grade acid.

Effect: each time you take damage from a melee source of Piercing or slashing damage, you deal 1D6 points of acid damage to the target.

Club arm

one of you arms turns into a large Maul of flesh and Metal.

Effect: the club arm can't do basic tasks for the owner or wield a weapon, but you may make attacks with it and you are Proficient in them. This weapon may deals bludgeoning damage, it deal 2d6 damage has the light, Large, Knockback (STR Bonus) and AP Properties. you also gain advantage on athletics checks in grapples.

At level 10 the damage increases to 2d8 and you gain the AP+ property.

Breath of Warpflame (Tzzentch)

Effect: once per short rest as an action you may deal 4d6 Fire damage in a 15ft cone with ignight and the DC to save is equal to 8 + You proficiency bonus plus your Wisdom bonus. the damage of this increases by 1d6 at levels 5, 10, 15 and 20.

Deamonic (Deamon)

Effect: On your turn after being hit by a Melee or Ranged attack you may roll a D6 on a 5+ you ignore that attack. this may also be used to to ignore an attack from a Blast, engulf, or burst weapon but this must be done before your save is rolled if you should fail the roll, the attack happens as normal.

Furthermore You gain Resistance to Piercing, Slashing, Bludgeoning and fire damage and you has advantage on saving throws against spells and other magical effects.

Demaonic Ears

Effect: A character with Demonic Ears gains advantage to all Perception tests based on hearing.

Deamonic Endurance

Effect: A character with Demonic Endurance gains advantage on con saves made to resist the effects of exquastsion, Furthermore you always count as having one level less Exaustion

Deamonic Eyes

Effect: character with demonic Eyes gains advantage on all vision-based Perception tests as well as the Dark vision 30ft and low light 60ft, provided you are not blinded.

Deamonic Hide

Demonic hide comes in many forms, allowing their hosts to have at least a modicum of protection.

Effect: A character with Natural Armor gains a +2 when wearing medium or lighter armor and Resistance to your choice of any 3 damage types of your choice except for Force damage.

Deamonic Regeneration

Effect: A character with a Regeneration gains the 1d4 HP at the start of each round.

Deamonic Strength

Effect: A character with Demonic Strength gains a +4 Strength to a Maximum of 20.

Deamonic Host

Your body grows to a size that is around 200% to 300% larger than it was though this tends to slow you down a bit.

Effect: A character with demonic host Size gains the Larger then most, Large Frame, Strong and Angry and Unstoppable Destruction, ability as described in the racial traits of the Ogryn and you suffer a -10ft movement decrease.

Deamonic Wings

Effect: A character with Wings gains a flying speed of 60ft. The appearance of the wings is up to the character, though the most common variants are insect like or thin, skin-like membranes that resemble bat wing.

Deamonic Motive

the creature is now far more resilient when under intense pressure.

Effect A character with Demonic Motive gains a +10 bonus on all tests to resist Fear, routing, Interrogation, and mind affecting Psychic powers.

Deaamon Sense

you can detect mortal souls with flawless precision, even in complete darkness provided you are not Defend.

Effect: A character with Mutated Ears gains blind sight 15ft.

Deamonic Restoration

Effect: When applying healing to a character with Adaptive Bone Marrow, may re-roll any die that is used to heal you

Disgustingly Resiliant (Nurgle)

Effect: Onece per round when you are hit with an attack you may roll a dice if it is a 4+ you ignore that attack.

Endless Rage (Khorn)

Effect: A character with a Endless Rage may Once per long rest when you are reduced to 0 HP but not killed outright, on your next turn rage surges through your body and jolts you back to consciousness; instead of rolling for a death saving throw, you automatically gain 1 HP.

Flesh Hounds Tongue (Khorn)

a Flesh hounds Tongue nearly quadruples sense of taste.

Effect: A character with a demonic tongue gains +10 to all Perception tests based on taste and Smell

Flesh Metal

An iron hard fusion of muscle, tendon and powered steel, fleshmetal forms a hideous exoskeleton over those devotees of Chaos whose bodies have melded with their Power Armour.

Effect: As long as a character with this trait has at least 1 HP you gain 1d4 Hp at the start of each round of combat. at level 10 this becomes 1d8 and a D10 at level 20. 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 max that you could roll.

Putrescent Biology (Nurgle)

Nurgle loves you.

Effect: A character with Putrescent Biology gains immunity to all poison damage regardless of AP and the poisoned condition.

Tentacle arm

one of you arms turns into a Tentacle it may have teeth or a even a barb at the end.

Effect: the Tentacle can do basic tasks for the owner but it may not wield a weapon, it may however, make attacks and you are Proficient in them. This weapon may deals your choice of bludgeoning, Slashing or Piercing damage, it deal 1d8 has the Reach, light and AP Properties. you also gain advantage on athletics checks in grapples.

At level 10 the damage increases to 1D10 and you gain the AP+ property.

Venom Glands

Effect: If a character has Venom Glands, their unarmed attacks gain +1D4 Poison damage. Additionally, the character can spit venom from special glands in their mouth 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

Warped Flesh Appendage

you gain a third arm of a sort, it way be shaped in different ways talk to you GM about opptions.

Effect: Gain a natural weapon that deal 1D8 damage Slashing, Piercing or Bludgeoning damage and when you use a bonus action to make one attack with the weapon, if you are already engageing in two weapoon fighting you may incorporate the Flesh appendage attack with you off hand strike.

You may gain this mutation twice gaining an additional attack with the second Appendage

Device Descriptions

The Devices are presented in alphabetical order.

Trivial Complexity

Antitheft Device

Breachers Fists

Chain whip

Entropy Reducer

Extradimensional Toolbox

Firearm Autoloader

Fire Extinguisher

Flaregun

Floatation Device

Grappling Gun

Gyro Stabilizer

Headlamp

Holo Sheild

Kinetic Weapon

Laser Pointer

Logis Pen

Mechanical Messenger

O2 Anylizer

Ore Detector

Power Punch

Returning Weapon

Rearview Mirror

Retractable Bayonet

Retractable Ice Skates

Retractable Stilts

Servo Skull Recorder

Spring-Loaded Scabbard

Spy Bug

Squat Militia Tool

Timepiece

Tranquilizer

Water Condenser


Simple Complexity

Adhesive shooter

Antigrav Gloves

Blacklight

Bladed Boots

Concealed Carry

Cammo Cloak

Cyclone Generator

Defibrillator

Electromagnetic Grabber

Firestarter

Food Irradiator

Glue cannon

Guided Munitions

Healing Infusion

Hearing Amplifier

Implanted Tracking Device

Inertial Dampener

Internal Compass

Lie-Detecter

Memory Eraser

Metabolism Infusion

Neuro Disruption Ray

Neuro-Suggestive Parchment

Night Vision Goggles

Oil Slick Boots

Parachute Cloak

Paranormal Scanner

Pop-Up Shield

Protevtive Armor

Protoplaser

Proximity Detector

Rebreather

Recovery Field

Retractable Flippers

Smokescreen Emitter

Sonic Beam Module

Sound Dampener

Sunshades

Suppressor

Steam Spray

Taser Gloves

Universal Translator

Weapon Reach Extender

Wrist Rockets


Advanced Complexity

Adaptive Armor

Adrenaline Infusion

Ammunition Clip

Antigrav Boots

Automated Defense Turret

Electronic Eye

Enhanced Eyeglass

Ghost Anchor

Grenade Slinger

Kinetic Enhancement

Holographic Disguise

Displacement Shoes

Life Form Scanner

Lightning Gun

Mass Protoplaser

Mechanical Trap

Mind Sheild

Particle Accelerator

Personal Glider

Personal Sonar

Positive Energy Projector

Proton Beam

Reset Button

Spring Boots

Spell Nullifier

Stim Infusion

Grav Lock Climber

Targeting Scope

Thought Projector

Transmogrifying Ray

Vibro Weapon

Wheeled Heels

Weather Rocket


Intricate Complexity

Bionic Infusion

Disintegration Ray

Full Auto Conversion

Heads up Display

Invisibility Generator

Jetpack

Mind Manipulator

Mining Drill

Personal Forcefield

Personal Teleporter

Quake Machine

Regeneration Ray

Spark Caster

Time-Dilation Zone

Warp Ray


Adaptive Armor

Advanced complexity device schematic

Equipment Type: Armor

Activation Type: 1 reaction


With this device equipped, you can use your reaction to activate it whenever you are targeted by an attack, spell, or effect that deals acid, cold, fire, lightning, or thunder damage. Until the end of your next turn, you gain resistance to damage of the same type as the attack. Once used this device must be recharged and cannot be used again until you complete a short or a long rest.

Adrenaline Infusion

Advanced complexity device schematic

Equipment Type: Armor

Activation Type: 1 object interaction


When this device is equipped, you can use an object interaction to activate it. During the same turn that the device is activated, you can take one additional action on top of your regular action and a possible bonus action. This additional action can be used to take any action except the attack action only gives one attack regurdless of the extra attack feature. Once you have used this device, its effect must be recharged and cannot be used again until you complete a short or long rest.

Ammunition Clip

Advanced complexity device schematic

Equipment Type: Weapon (a firearm with the reload trait)

Activation Type: Continuous


When this device is equipped, the firearm that the device is integrated with can hold additional ammunition, allowing the weapon to fire more shots before needing to be reloaded. The firearm gets an additional +10 shots for rifels and +5 for pistols added to its ammunition trait.

Antigrav Gloves

Simple complexity device schematic

Equipment Type: Gloves

Activation Type: 1 object interaction


When this device is equipped, you can take an object interaction to activate it. Your push/drag/lift capacity is doubled for the next 5 minutes. Once used, the device must be recharged and this effect cannot be used again until you finish a short or long rest.

Antigrav Boots

Advanced complexity device schematic

Equipment Type: Boots

Activation Type: 1 object interaction


When this device is equipped, you can take an object interaction to activate it. For the next 3 minutes you can float above the ground as if immune to the effects of gravity. You can change your altitude up or down when moving, up to a maximum of 20 feet above the ground. Walking while floating above the ground is very difficult and costs 2 feet of movement for every 1 foot you move. When the effect ends you float gently to the ground if you are still aloft. Once you have used this device, its effect must be recharged and cannot be used again until you complete a short or long rest.

Antitheft Device

Trivial complexity device schematic

Equipment Type: Tool belt

Activation Type: Continuous


When this device is equipped, other creatures have disadvantage on any Dexterity (Sleight of Hand) checks that they make in an attempt to steal objects that are in your possession. Additionally, you automatically know when a failed attempt to pick your pockets has been made.

Automated Defense Turret

Advanced complexity device schematic

Equipment Type: Weapon (a ranged weapon)

Activation Type: 1 action


When this device is equipped you can take an action to setup and activate an automated turret which uses the weapon that this device is integrated into. You must place the turret in an unoccupied 5 foot space within 10 feet of you.

The turret has a speed of 0, AC 10, 10 hit points, and is immune to psychic and poison damage. When you deploy the turret, you load it with up to 10 pieces of ammunition from your inventory. At the end of each of your turns, the turret automatically targets the nearest enemy creature and makes an attack action against that creature. Each shot the turret fires consumes one of the pieces of ammunition that the turret is loaded with. The range of the turret’s attack is the same as the weapon that the turret is integrated with. When the turret attacks it adds

both your proficiency bonus and your Intelligence bonus to the attack roll. If the attack hits, the turret deals damage equal to the damage dice for the weapon that the turret is integrated into plus your Intelligence bonus. The turret fires the weapon each round as long as there is a valid target within range. The turret functions for ten minutes or until the weapon it is integrated with runs out of ammunition or it is reduced to zero hit points. You can also use an object interaction to power the turret down early.

When you reach 11th level, the AC of the turret increases by 3 (AC 13) and its hit points increase by an additional 10 (20 hit points). The AC and hit points increase again when you reach 17th level (AC 16, 30 hit points). Once you have used this device, its effect must be reset and cannot be used again until you complete a short or long rest.

When the effect ends the target reappears in the space that it left or in the nearest unoccupied space if that space is occupied. Once you have used this device, its effect must be recharged and cannot be used again until you complete a short or long rest.

Breachers Fists

Trivial complexity device schematic

Equipment Type: Gloves

Activation Type: Continuous


When this device is equipped, you get a +2 bonus on any checks to force open a stuck, locked, or barred door. This bonus increases by an additional +2 when you reach 5th level (+4). Starting at 11th level you also have advantage on these checks.

Blacklight

Simple complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 object interaction


When you take an object interaction to activate it, this device casts a low intensity, violet colored light in a 5 foot cone in whatever direction you are facing. The light makes objects appear sharper and makes visible searches easier. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object that is illuminated by this light. The light lasts for 1 minute or until you switch it off by taking an object interaction. Once used, this device must be recharged and you cannot use it again until you complete either a short or long rest.

Bladed Boots

Simple complexity device schematic

Equipment Type: Footwear

Activation Type: 1 object interaction + 1 attack action


When this device is equipped, you can use an object interaction in conjunction with an attack action to attempt to hobble an opponent using a spring-loaded blade hidden in your boots. Make a melee attack roll against a creature within 5 feet of you. You add your Dexterity modifier and proficiency bonus to this roll. If the attack hits, it deals 1d4 piercing damage and the target’s speed is reduced by -10 feet until it regains hit points equal to the amount of damage dealt by this attack. The damage done by this attack increases by an additional 1d4 when you reach 11th level (2d4), and 17th level (3d4).Once used, the gadget must be reset and cannot be used again until you complete a short or long rest.

Bionic Infusion

Intricate complexity device schematic

Equipment Type: Armor

Activation Type: 1 action (1 reaction, special)


When you use an object interaction to activate this device you gain the following benefits:

  • When the infusion is activated you regain a number of hit points equal to your Intelligence modifier.
  • At the start of each of your turns, you regain 1 hit point.
  • You have resistance to all types of damage except for psychic damage.
  • You have advantage on all Constitution checks and Constitution saving throws.
  • If you drop to 0 hit points while the infusion is active, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. The DC of this saving throw increases by 5 each time this effect is triggered after the first.

These effects last for 1 minute. Once used, the device must be recharged and cannot be used again until you finish a short or long rest.

Concealed Carry

Simple complexity device schematic

Equipment Type: Weapon (a light melee weapon, hand crossbow, or fi rearm without the two-handed property.)

Activation Type: Continuous


When this device is equipped, the weapon that this device is integrated into becomes easier to hide. You get a +2 bonus and have advantage on Dexterity (Sleight of Hand) checks to prevent the weapon from being found during any search of your person. If the weapon requires ammunition, up to three extra pieces of ammo can be hidden with the weapon as well.

Chain whip

Trivial complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 object interaction


When you take an object interaction to activate this device, a whip made out of a chain of interlocked metal teeth unfurls from your tool belt. The whip counts as a simple melee weapon which deals 1d8 slashing damage and has the reach and fi nesse traits. If you hit a creature of size large or smaller with this weapon, you can choose to pull the creature up to 10 feet closer to you. You can take a second object interaction to retract this device back into your tool belt.

Camo Cloak

Simple complexity device schematic

Equipment Type: Cloak

Activation Type: 1 object interaction

When you take an object interaction to activate this device, your cloak begins to change color to match your environment.

For the next three minutes you have advantage on all Dexterity (Stealth) checks and you gain an additional +10 bonus to Dexterity (Stealth) checks as long as you remain motionless without moving or taking actions. Once used, the device must be recharged and this effect cannot be used again until you complete a short or long rest.

Cronomiter

Trivial complexity device schematic

Equipment Type:* Hand held

Activation Type: Continuous


This small timepiece also known as a Crono can be worn strapped to the wrist or held comfortably in the hand. Settings on the chrono’s display allow for the accurate tracking of Imperial standard, shipboard, and local planetary time.

Cyclone Generator

Simple complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 action


When you take an action to activate this device, a strong wind gusts out of your tool belt in a direction of your choosing. The wind blows in a line 60 feet long and 10 feet wide. Each creature size Large or smaller that starts its turn in the line must succeed on a Strength saving throw or be pushed 10 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. A strong wind extinguishes open fl ames, and disperses gases and vapor. This effect lasts for one minute or until you take an object interaction to end it sooner. Once used, the effect must be reset and cannot be used again until you complete a short or long rest.

Defibrillator

Simple complexity device schematic

Equipment Type: Gloves

Activation Type: 1 object interaction


When you take an object interaction to activate this device, you can target an unconscious, dying creature within 10 feet. That creature regains 1 hit point. Once used, the device must be recharged and cannot be used again until you complete a short or long rest.

Displacement Shoes

Advanced complexity device schematic

Equipment Type: Footwear

Activation Type: Continuous


Gain a climbing speed equal to your movement speed. Climbing does not require additional movement. Gain the ability to walk on water or move across light, thin or narrow 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 movement on such surfaces without the normal consequences (e.g. finish a turn standing on water).

Disintegration Ray

Intricate complexity device schematic

Equipment Type: Gloves

Activation Type: 1 action


When this device is equipped, you can use an action to shoot a powerful beam of force out of your gloves toward a target within 60 feet of you. The target can be a creature, an object, or a creation of magical force.

The target must make a Dexterity saving throw. If the saving throw succeeds, the device has no effect. If the saving throw fails, the target takes 5d10 + 20 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This effect automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this effect disintegrates a 10-foot-cube portion of it. Magic items are unaffected.

Once this effect has been used, the gadget must be recharged and cannot be used again until you have completed a short or long rest.

Electromagnetic Grabber

Simple complexity device schematic

Equipment Type: Gloves

Activation Type: 1 action


When this device is equipped, you can take an action to target a creature within 30 feet of you that is wielding a weapon or holding an object made of metal that weighs 5 pounds or less. The target must make a Strength saving throw. On a failed save, they drop the object, which flies through the air and into your hands. Once used, the effect must be recharged and cannot be used again until you complete a short or long rest.

Electronic Eye

Advanced complexity device schematic

Equipment Type: Eyewear

Activation Type: 1 action


You can activate this device by taking an action. Chose a location you have seen before or a particular creature

that you are familiar with which is on the same plane of existence as you. If the target is a creature, the target must make a Wisdom saving throw. If the saving throw succeeds the effect fails and you cannot use this device to target the same creature again for 24 hours. If the saving throw is failed, the device creates an invisible scrying sensor that allows you to see and hear as though you were standing 10 feet away from your target. The sensor moves with your target. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. While observing your target through the sensor, you are deaf and blind with regard to your own


senses. The effect lasts for 10 minutes or until you chose to end it by taking another object interaction. Once used, the effect must be recharged and cannot be used again until you complete a short or long rest.

Entropy Reducer

Trivial complexity device schematic

Equipment Type: Headgear

Activation Type: 1 reaction


Whenever you roll a 1 on an attack roll, ability, check, or saving throw with this device equipped, you can use your reaction to activate it. If you do, reroll the die. You must use the new roll. Once used, this effect must be recharged and cannot be used again until you complete a short or long rest.

Enhanced Eyeglass

Advanced complexity device schematic

Equipment Type: Eyewear

Activation Type: Continuous


While this device is equipped you have advantage on Wisdom (Perception) checks that rely on sight.

Extradimensional Toolbox

Trivial complexity device schematic

Equipment Type: Container (a backpack, sack or pouch)

Activation Type: Continuous


This device creates an extradimensional space inside of a container such as a backpack or pouch. In addition to its normal carrying capacity, the container can hold an additional 7 pounds of items, not exceeding a total volume of ½ a cubic foot. The weight of items inside the extradimensional space is reduced to zero. The capacity of the extradimensional space increases by an additional 5 pounds and ½ a cubic foot at 5th level (12 pounds and 1 cubic foot) and again at 11th level (17 pounds and 1½ cubic feet) and 17th level (22 pounds and 2 cubic feet). Placing the container inside another extradimensional space, such as that created by a bag of holding, instantly destroys both items and opens a gate to the Astral Plane. The gate originates at the point where one item was placed inside the other. Any creature within 10-feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Firearm Autoloader

Trivial complexity device schematic

Equipment Type: Weapon (a Firearm with the loading trait)

Activation Type: Continuous


While this device is equipped the weapon reloads as a free action with the Exception of weapons with the massive parts property, then you may ignore the Massive parts Property. in any case you do not need you hands to do this.

Fire Extinguisher

Trivial complexity device schematic

Equipment Type: Gloves

Activation Type: 1 action


As an action you spray fire retardant foam out of your gloves in a 15-foot cone. This foam extinguishes any uncovered, nonmagical flames and sticks to any creatures in the affected area. Creatures covered in this foam have advantage on saving throws versus fire damage. The foam evaporates after 3 rounds. Once used, the device must be recharged and cannot be used again until you complete a short or long rest.

Firestarter

Simple complexity device schematic

Equipment Type: Gloves

Activation Type: 1 object interaction (1 action, special)


When you take an object interaction to activate this device, it produces a small flame, which you can use to light a candle, torch, or campfire. Hot Hands. You take an action to shoot a sheet of flames out of your gloves. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d6 fi re damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. The damage dealt by the flames increases by 1d6 when you reach 11th level (3d6), and again when you reach 17th level (4d6). Once used, the device must be recharged and this eff ect cannot be used again until you complete a short or long rest.

Flaregun

Trivial complexity device schematic

Equipment Type: Weapon (a bow, crossbow or firearm)

Activation Type: 1 object interaction + 1 attack action


When this device is equipped, you can use an object interaction in conjunction with an attack action using the weapon that this device is integrated with to shoot a pyrotechnic flare into the air. The flare burns for 1 minute and can be used as a light source or for signaling someone across a distance. If used outdoors, the flare sheds dim light in a 120 foot radius and can be seen up to 3 miles away. Indoors the flare sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If used to attack a creature, the flare deals 1d4 fire damage instead of the weapon’s normal damage.

Floatation Device

Trivial complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 object interaction


When you take an object interaction to activate this device, your tool belt becomes buoyant for one hour, allowing you to float on the surface of any calm body of liquid. You have advantage on all Strength (Athletics) checks to swim. If you activate this device while you are submerged in a liquid, the device carries you to the surface of the liquid at a rate of 60 feet per round. You can end this effect by taking a second object interaction. Once used, the device must be reset and can’t be used again until you finish a short or long rest.

Food Irradiator

Simple complexity device schematic

Equipment Type: Gloves

Activation Type: 1 object interaction


When you take an object interaction to activate this device, all nonmagical food and drink within a 5-foot-radius sphere centered on you is purified and rendered free of poison and disease. Once used, the device must be recharged and this effect cannot be used again until you complete a short or long rest.

Full Auto Conversion

Intricate complexity device schematic

Equipment Type: Weapon (a firearm with the Reload 10 or more trait)

Activation Type: 1 object interaction + 1 attack action


When this device is equipped, the firearm that the device is integrated into gains the Rate of Fire 3

Ghost Anchor

Advanced complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 action


When you activate this device by taking an action, chose a spot within 30 feet of you that you can see. The device projects an invisible sphere of energy in a 60 foot radius around the chosen point. This energy sphere exists both on your current plane of existence and also extends into the border region of the Immatirium. If a creature inside of this sphere attempts to use any ability, cast any spell, or activate any magic item or other device which would cause it to enter the immaterium, that spell or effect fails. A creature already in the immaterium that enters the energy sphere or ends its turn there must succeed on a Wisdom saving throw or be forced from the immaterium into the overlapping plane of existence. The projected energy sphere lasts for 1 minute unless you take an object interaction to end it sooner. Once used, the device must be recharged and can’t be used again until you finish a short or long rest.

Glue Cannon

Simple complexity device schematic

Equipment Type: Weapon (firearm)

Activation Type: 1 object interaction + 1 attack action


When this device is equipped, you can use an object interaction in conjunction with an attack action using the weapon that this device is integrated into to shoot a sticky ball of glue at your target within 80ft. If the attack hits, the ball of glue splatters on the feet of your target, trapping them and covering the ground in a 10 foot radius around the spot where they are standing. If the attack misses it has Deviation (1D6), The glue lasts for 30 minutes after which time it dries and crumbles to dust. A creature that enters or ends their movement in an area covered by the glue must succeed on a Dexterity saving throw or become trapped by the glue. A creature trapped by the glue has its speed reduced to 0 as long as they remain stuck. As an action, a creature stuck by the glue can make a Strength saving throw to break free. Once used, the device must be recharged and this effect cannot be used again until you complete a short or long rest.

Grav lock Climbers

Advanced complexity device schematic

Equipment Type: Gloves

Activation Type: Continuous


When this device is equipped, you have advantage on all Strength (Athletics) checks that you make to climb. Starting at 17th level, while this device is equipped climbing does not cost you extra movement.

Grappling Gun

Trivial complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 action + 1 object interaction


This device consists of a folding grappling hook connected to a 50 foot long cable hidden in a compartment on your tool belt. You may take an action to activate this device, causing the grappling hook to shoot upward, unspooling the cable behind it as it goes. You can take an object interaction to activate a winch which winds the cable back into your belt. If the grappling hook has been set, the winch will pull you and up to 250 pounds of equipment you are carrying upwards toward the grappling hook at a rate of 25 feet per round.

Grenade Slinger

Advanced complexity device schematic

Equipment Type: Gloves

Activation Type: Continuous

When you make an attack using a Grenade with this gadget equipped, the range of the attack is increased to 50/100.

Guided Munitions

Simple complexity device schematic

Equipment Type: Weapon (a bow, crossbow or firearm)

Activation Type: 1 object interaction + 1 attack action


You may take an object interaction in conjunction with an attack action to activate this device. Make an attack roll with the weapon that this device is integrated into. The attack can be made against a target that you do not have direct line of sight to as long as the target is within the weapon’s range. This attack ignores the effects of cover. Once used, this device must be reset and cannot be used again until you complete either a short or a long rest.

Gyro Stabilizer

Simple complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 object interaction


When you take an object interaction to activate this device, for the next 3 minutes you have advantage on Dexterity (Acrobatic) checks to avoid falling. Once used, the effect must be reset and cannot be used again until you complete a short or long rest.

Headsup Display

Intricate complexity device schematic

Equipment Type: Eyewear

Activation Type: constant


You gain a +2 to ranged attack and gains advantage on checks made to determine a threat level of a target within 100ft as long as your whering the eyewere

Headlamp

Trivial complexity device schematic

Equipment Type: Headgear

Activation Type: 1 object interaction


This device casts a bright light in a 30 foot cone and a dim light for an additional 30 feet in whatever direction you are facing. The light emits no heat and requires no fuel source. The light can be switched on or off by taking an object interaction.

Healing Infusion

Simple complexity device schematic

Equipment Type: Armor

Activation Type: 1 action (1 reaction, special)


When you use an action to activate this device you regain a number of hit points equal to 1d8 + your Intelligence modifier. The amount healed increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Once used, the device must be reset and cannot be used again until you complete a short or long rest.

Self Defense. When you are damaged by a single attack or effect that deals more than one-quarter of your hit point total, you can use your reaction to activate your healing infusion. You regain a number of hit points equal to 1d4 + your Intelligence modifier. The amount healed increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Once used, the device must be reset and cannot be used again until you complete a short or long rest.

Hearing Amplifier

Simple complexity device schematic

Equipment Type: Headgear

Activation Type: Continuous


While this device is equipped you have advantage on Wisdom (Perception) checks that rely on hearing.

Holo Sheild

Trivial complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 object interaction


When you take an object interaction to activate this device, a water-resistant canopy appers above your head, shielding the area around you in a 10 foot radius from light rain and direct sunlight. You can retract the canopy by taking a second object interaction.

Holographic Disguise

Advanced complexity device schematic

Equipment Type: Tool belt

Activation Type: Continuous


When you activate this device by taking an object interaction, it projects a three dimensional holographic image around you, making you—including your clothing, armor, weapons, and other belongings on your person—look different. You can seem up to 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the disguise is up to you: you might use the hologram to add or change a minor feature, make yourself appear to be wearing different clothing, or to look like a completely different person.

The changes wrought by this device, fail to hold up to physical inspection. For example, if you use the hologram to add a hat to your outfit, objects pass through the hat, and anyone who attempts to touch the hat would feel nothing or would feel your head and hair. If you use this device to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your device save DC. The disguise lasts for 10 minutes or until you take an object interaction to cancel it. Once use, the gadget must be recharged and cannot be used again until you complete a short or a long rest.

Implanted Tracking Device

Simple complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 object interaction + 1 attack action


When this device is equipped, you can use an object interaction in conjunction with an attack action to fire a spring-loaded dart at a target you can see within 30 feet of you. You add your proficiency bonus and Dexterity modifier to the attack roll. If the attack hits, the target takes 1d4 piercing damage and the dart implants a mechanical tracking device under the target’s skin. As long as the tracking device remains functional, you know which direction and approximately how far away from you the target is, up to a maximum range of 10 miles. The tracking device functions for 24 hours or until you take an object interaction to deactivate it. The presence of the tracking device is not immediately noticeable to the target unless they have a passive perception score higher than your device saving throw DC. An intelligent creature that is aware of the presence of the tracking device can chose to cut it out from under their skin using a bladed weapon that deals piercing or slashing damage. You can chose to fire another dart and implant a tracking device under the skin of a different creature after taking a short or a long rest. However, you can have only one active tracking device at any one time.

Inertial Dampener

Simple complexity device schematic

Equipment Type: Footwear

Activation Type: 1 reaction


You can activate this device as a reaction whenever you are the target of an effect which would push, pull, slide, or otherwise cause you to move against your will. The inertial dampener allows you to reduce the amount of space you are moved by up to 10 feet. Beginning at 11th level, you can reduce the effect of forced movement by an additional 10 feet (20 feet total), and another additional 10 feet (30 feet total) at 17th level. Once used, this device must be recharged and cannot be used again until you complete a short or long rest.

Invisibility Generator

Intricate complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 object interaction


When you use an object interaction to activate it, this device projects a light-bending sphere of energy in a 10 foot radius around you. The sphere renders you and all other creatures inside of it invisible to any creature that is outside of the sphere. Equipment that is worn or carried by a creature inside of the sphere is invisible as long as it is on the creature’s person. The sphere and its effect moves when you move. The effect lasts for one minute or until you take a second object interaction to cancel it. Once used, the device must be recharged and cannot be used again until you complete a short or a long rest.

Internal Compass

Simple complexity device schematic

Equipment Type: Headgear

Activation Type: Continuous


When this device is equipped, you always know which direction is north and what your approximate altitude or depth below ground is.

Jetpack

Intricate complexity device schematic

Equipment Type: Cloak

Activation Type: 1 object interaction device

When you take an object interaction to activate this device, for the next minute you gain a flying speed of 45 feet. If you are still airborne when this effect ends, you fall. Once used, the gadget must be reset and this effect cannot be used again until you complete a short or long rest.

Kinetic Enhancement

Advanced complexity device schematic

Equipment Type: Weapon (a bow, crossbow or firearm)

Activation Type: Continuous


This device increases the velocity of shots fired by the weapon it is attached to. When you hit with an attack using this weapon you roll the weapon’s damage dice twice. The weapon deals damage equal to the higher of the two rolls.

Kinetic Weapon

Trivial complexity device schematic

Equipment Type: Weapon (a melee weapon without the large or two-handed property)

Activation Type: 1 object interaction + 1 attack action


When this device is equipped, you can use an object interaction in conjunction with an attack action using the weapon that this device is integrated with to make a ranged attack with the weapon. For purposes of this attack, treat the weapon as though it had the Thrown (range 20/40) property.

Laser Pointer

Trivial complexity device schematic

Equipment Type: Gloves

Activation Type: 1 object interaction (+1 action, special)


This device can be used to project a very intense point of light onto an object up to 120 feet away. The beam itself is invisible, except in very foggy or smoky conditions, and cannot be used as a light source. The projected point is bright and can be colored red, green, or blue depending on your choice. You can take an object interaction to toggle the beam on or off or to change the color.

Burned Cornea. You can take an action to overcharge the gadget, targeting the eyes of a creature that can see you within 30 feet. The target must make a Constitution saving throw or be blinded until the end of their next turn. Once this effect is used, the device must be recharged and this effect cannot be used again until you complete a short or long rest.

Lie-Detecter

Simple complexity device schematic

Equipment Type: Headgear

Activation Type: 1 object interaction


You may take an object interaction to activate this effect. For the next three minutes as long as you are looking at the device, you can perceive whether any creature who is speaking is intentionally lying or is telling the truth. Once this effect has been used, it must be recharged and it cannot be used again until you finish a short or long rest.

Life Form Scanner

Advanced complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 action


When this device is equipped you can use your action to scan for living beings in your vicinity. You can sense how many small or larger sized creatures are within 100 feet of you. You know the number of creatures, the creature size, and their approximate distance and direction from you, but no other information about them. Creatures with the type construct or undead cannot be detected this way. Once used, the device must be recharged and cannot be used again until you complete a short or long rest.

Lightning Gun

Advanced complexity device schematic

Equipment Type: Weapon (a bow, crossbow or fi rearm)

Activation Type: 1 object interaction + 1 attack action


When this device is equipped, you can use an object interaction in conjunction with an attack action using the weapon that this device is integrated with to shoot a bolt of lightning at a target. The target takes 6d6 lightning damage if the attack hits, or half as much damage on a miss, instead of the weapon’s normal damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. Once used, the device must be recharged and this eff ect cannot be used again until you complete a short or long rest.

Logis Pen

Trivial complexity device schematic

Equipment Type: Gloves

Activation Type: 1 object interaction (+1 action, special)


You have a vial of ink and a retractable mechanical writing pen built into your gloves. You may take an object interaction to activate or hide the pen.

Invisible Ink. You can take an action to write a message on parchment, paper, or some other suitable writing material, with this device using special disappearing ink. The message can be up to 50 words long. One round after writing the message, the ink fades and thereafter can be read only by a creature with the ability to see invisible objects. Once used, the effect must be reset and cannot be used again until you complete a short or long rest.

Mass Protoplaser

Advanced complexity device schematic

Equipment Type: Gloves

Activation Type: 1 action


When you have this device equipped, you can activate it by taking an action. Chose up to three creatures you can see within 50 feet of you. Each targeted creature regains a number of hit points equal to 3d6 + your Intelligence modifier. The amount healed increases by 1d6 when you reach 11th level (4d6), and by an additional 2d6 at 17th level (6d6). This effect works on both living creatures and constructs, but has no effect on undead. Once used, the device must be reset and cannot be used again until you complete a short or long rest.

Mechanical Messenger

Trivial complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 action


You can take an action to activate this device, which takes the form of a tiny mechanical beast with that can fly, such as a bat, bird or dragonfly. You specify a location which you have visited and the general description of a person (example: “an old man in a tall, pointed hat with a long white beard and bushy eyebrows”). You also speak a message of up to twenty-five words. The mechanical beast travels for up to 24 hours toward the specified location, covering about 2 miles per hour. When the mechanical messenger arrives, it delivers your message to the person that you described, perfectly replicating the sound of your voice. The messenger delivers the message only to a creature matching the description you gave. After delivering the message, or if the mechanical messenger is unable to locate the intended recipient after 24 hours, the mechanical creature is destroyed. Once used, you cannot use this device again until you build another mechanical creature during a short or long rest.

Mechanical Trap

Advanced complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 action


This device allows you to take an action to place a prebuilt, mechanical trap on the ground in an unoccupied location that is within 10 feet of you. When you place the trap you must chose both a damage type for the trap and a trigger mechanism for the trap. You can choose acid, bludgeoning, cold, fire, force, lightning, piercing, poison, radiant, slashing or thunder damage. The available trigger mechanisms are shown below.

Trigger Mechanism
Trigger Description
Location a 5x5 foot area within 20 feet of the trap
Proximity a 15x15 foot sphere around the trap
Timer a number of minutes between 1 and 60

The trap becomes active at the beginning of your second turn after it is placed and remains in place and active until it is triggered or disarmed or until you take an object interaction to remotely disable it. When the trap is triggered, it deals 2d10 damage of the chosen type to everything in a 30 foot sphere around the point where it was placed. The damage done by the trap increases by an additional 1d10 (3d10 total) when you reach 11th level and again at 17th level (4d10 total). Creatures that take damage from the trap must succeed on a Dexterity saving throw or suffer a secondary effect. The secondary effect varies depending on what damage type the trap deals.

Trap Secondary Effects
Damage type Description
Acid Deals 1d10 additional damage at the beginning of each affected creature’s turn. Affected creatures may take an action to wash off the acid and stop the reoccurring damage.
Bludgeoning Deals twice the normal damage dice.
Cold Affected creatures have their movement speed reduced by half until the end of their next turn.
Fire The trap ignites any flammable objects in the area that aren’t being worn or carried. Thick, black smoke fills a 15 foot sphere around trap. The smoke blocks line-of-sight and anything inside of this area is heavily obscured. This smoke lasts for 1d4 rounds unless dispersed by a moderate or greater speed wind.
Force Affected creatures are pushed 10 feet away from the trap and knocked prone.
Lightning Affected creatures are incapacitated until the end of their next turn
Piercing Deals twice the normal damage dice.
Poison Affected creatures are poisoned. They may make a Constitution saving throw at the end of each of their turns to end the effect.
Slashing Deals twice the normal damage dice.
Thunder Affected creatures are stunned until the end of their next turn.

You can place another trap after building a new one during a short or long rest. However, you can have only one active clockwork trap at any one time.

Memory Eraser

Simple complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 action


When this device is equipped, you can take an action to activate it, targeting one creature who can see you within 30 feet of you. The targeted creature must make an Intelligence saving throw. If they succeed, they are immune to the eff ect of this device for the next 24 hours. If they fail to save, they permanently forget the events of the last minute. This device cannot be used in combat or against hostile creatures. Memories lost this way can be regained only through the use of a Lesser Restoration, Greater Restoration or similar magic. At 5th level you can target one additional creature when you use this device and creatures that fail their saving throw forget the events of one additional minute of time (2 creatures, 2 minutes). This increases again at 11th level (3 creatures, 3 minutes), and 17th level (4 creatures, 4 minutes). Once used this device must be recharged and cannot be used again until you complete a short or a long rest.

Metabolism Infusion

Simple complexity device schematic

Equipment Type: Armor

Activation Type: Continuous (+1 object interaction, special)


When this device is equipped, you require half the normal amount of food and water to sustain yourself.

Deep Sleep. When you use an object interaction to activate this device, you fall into a cataleptic state that is indistinguishable from death. For the next 30 minutes, you appear dead to all outward inspection and to spells and other device effects used to determine your status. During this time you are blinded and incapacitated, and your speed drops to 0. While in this state, you also have resistance to all damage except psychic damage. If you are diseased or poisoned when you activate this effect, or become diseased or poisoned while under the effect, the disease and poison have no effect until the cataleptic state ends. Once used, this device must be recharged and you cannot activate this effect again until you complete a short or a long rest.

Mind Manipulator

Intricate complexity device schematic

Equipment Type: Headgear

Activation Type: 1 action (+1 action, special)


When you activate this device by taking an action, you attempt to enforce your will upon a creature that you can see within 50 feet. The creature must succeed on a Wisdom saving throw or be charmed by you. If you or creatures that are friendly to you are fighting the target creature, it has advantage on the saving throw.

While the creature is charmed, you have a wireless telepathic link to the creature as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “attack that creature,” “run over there,” or “fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can also use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the mind control. If the saving throw succeeds, the effect ends.

The mind control lasts for one hour unless you chose to end it early by using an object interaction. You can attempt to control the mind of another creature after recharging the device during a short or long rest. However, you can only control the mind of one creature at any one time.

Mind Sheild

Advanced complexity device schematic

Equipment Type: Headgear

Activation Type: Continuous


You cannot be targeted by divination magic or perceived through magical or technological scrying sensors while this gadget is equipped.

Mining Drill

Intricate complexity device schematic

Equipment Type: Gloves

Activation Type: 1 object interaction


When you take an object interaction to activate this device, you gain a burrowing speed of 15 feet which lasts until the end of the second turn after your current one. You leave a tunnel 5’ wide and as high as you are tall in your wake. Once used, the device must be recharged and this effect cannot be used again until you complete a short or long rest.

Net Launcher

Simple complexity device schematic

Equipment Type: Weapon (a net)

Activation Type: 1 object interaction + 1 attack action


When this device is equipped, you can use an object interaction in conjunction with an attack action using the net that this device is integrated with. The range of the net attack is increased to 15/30. Once used, the effect must be reset and cannot be used again until you complete a short or long rest.

Nero Disruption Ray

Simple complexity device schematic

Equipment Type: Gloves

Activation Type: 1 action


When this device is equipped, you can use an action to shoot a ray of energy at a target you can see within 50 feet of you. This ray assaults and twists the creature’s mind, spawning delusions and provoking uncontrolled action. The target must roll a Wisdom saving throw. If it succeeds, the ray has no effect. If it fails the saving throw, the target can’t take reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn.

D10 Action
1-2 The creature babbles incoherently but doesn’t move and takes no further action this turn
3-4 The creature takes the dash action and uses all of its movement to flee directly away from the engineer that activated this effect.
5-6 The creature uses all of its movement to move in a random direction. It takes no further action during this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
D10 Action
9 The creature uses its movement to close the distance between it self and the engineer that activated this effect. It then takes an action to make an attack against the engineer, making a melee attack if the engineer is within its reach or a ranged attack otherwise.
10 The creature can act and move normally.

At the end of each of its turns, the affected creature can make another Wisdom saving throw. The effect ends if the target succeeds on the saving throw or at the end of their third turn after they are targeted by this effect. Once you have used this gadget, its effect must be recharged and cannot be used again until you complete a short or long rest.

Neuro-Suggestive Parchment

Simple complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 action


This device appears to be nothing more than a blank sheet of parchment.However, it actually contains an embedded neuro-psychic transmitter circuit. When this device is equipped, you can take an action to present the parchment to a creature that can see it within 10 feet of you. The target must make a Wisdom saving throw. If they succeed, they see the Neuro-Suggestive Parchment as it is – a plain blank sheet of paper, and the target is immune to the effect of this device for 24 hours afterwards. If they fail to save, they instead see an illusion which causes them to believe that the parchment contains credentials that establish you as a Very Important Person™. Your DM will determine exactly what form these credentials appear to take, but they often take a form which plays upon the inner anxiety of the viewer. For example, a corrupt city guardsman might see them as a writ from the mayor establishing you credentials as a special investigator.

You can target one additional creature when you use this device when you reach 5th level (2 targets), and an additional target each at 11th level (3 targets), and 17th level (4 targets).

The effect of this device last for 1 hour. Once used this device must be recharged and cannot be used again until you complete a short or a long rest.

Night Vision Goggles

Simple complexity device schematic

Equipment Type: Eyewear

Activation Type: Continuous (+ 1 object interaction, special) __ While this device is equipped you have darkvision out to a range of 60 feet. If you already have darkvision, its range is increased by 15 feet.

Electroscopic Sight. When you use an object interaction to activate this gadget, for the next minute you gain the ability to see invisible creatures and objects as if they were visible. Once used, this effect must be recharged and cannot be used again until you complete a short or long rest.

O2 Anylizer

Trivial complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 action


You can use this device to identify a type of poison or disease that is affecting a creature. The afflicted creature must make an object interaction to breathe into the device. After 1d4 rounds of analysis, the device will indicate the type of disease or poison or the type of creature that produced the venom.

Synthesize Antidote. After analyzing the breath of an infected creature, you can take an action to synthesize an antidote or antitoxin against that poison or disease. Once begun, it takes the device 1d4 rounds to create the antidote. Drinking the antidote gives the infected creature advantage on their next saving throw versus the same disease or poison. Only the creature which provided the breath sample can benefit from drinking the antidote. Once used, the effect must be recharged and cannot be used again until you finish a short or long rest.

Ore Detector

Trivial complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 action (1 action, special)


This device can be used to detect the presence of raw minerals and worked metal objects. As an action, you can use the device to scan a container no larger than 15 cubic feet, such as a closed barrel or a locked chest, safe, or footlocker. The device emits an audible whistle that indicates whether the container holds raw minerals or worked metal, including both mundane metal (such as bronze, iron, steel, copper, silver, and gold) and exotic metal (such as adamantine or cerimite). Only the presence of metal can be detected, not the exact type or form (coins, armor, etc.). The intensity of the whistle also allows you to determine approximately how much metal is held in the container, with a low-intensity whistle indicating less than 5 pounds (the same approximate weight as 250 coins) of metal, a medium-intensity whistle indicating 6-19 pounds of metal, and a loud whistle indicating 20 pounds (1,000 coins) weight or more. Once used, this effect must be recharged and it cannot be used again until you complete a short or long rest.

Oil Slick Boots

Simple complexity device schematic

Equipment Type: Footwear

Activation Type: 1 object interaction __ When you take an object interaction to activate this Device, slippery oil shoots out of your footwear onto the ground in a 10 foot line behind you. The slick turns the affected area into diffcult terrain for one minute. When the oil is deployed, each creature standing in the slick must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. Once used, the device must be reset and this effect cannot be used again until you complete a short or long rest.

Particle Accelerator

Advanced complexity device schematic

Equipment Type: Gloves

Activation Type: 1 object interaction


When you activate this device by taking an object interaction, the device accelerates your motor skills, allowing you to attack twice, instead of once, whenever you take the Attack action on your turn. If you already have the Extra Attack feature, then you take an additional attack on top of those already granted by this feature. This effect ends at the end of your third turn after it is activated. Once used, this device must be recharged and cannot be used again until you complete a short or long rest.

Parachute Cloak

Simple complexity device schematic

Equipment Type: Cloak

Activation Type: 1 reaction


With this device equipped, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your engineer level. Once used, the device must be reset and this effect cannot be used again until you complete a short or long rest.

Paranormal Scanner

Simple complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 action

When this device is equipped you can use your action to scan for undead or fiendish beings in your vicinity. You can sense how many small or larger sized creatures with the type of undead or fiend are within 100 feet of you. You can sense nearby creatures either on your current plane of existence or in the border region of the Immatirium. You know the number of creatures, the creature size, and their approximate distance and direction from you, but no other information about them. Once used, the device must be recharged and cannot be used again until you complete a short or long rest.

Personal Forcefield

Intricate complexity device schematic

Equipment Type: Armor

Activation Type: 1 reaction


With this device equipped, you can use your reaction to activate it whenever you are targeted by a melee, ranged, or spell attack. Activating the device cloaks you in a shimmering forcefield that has hit points equal to 10 + your Intelligence modifier + twice your Tech Priest level. Whenever you would take damage, the forcefield takes the damage instead. If this damage reduces the forcefield to 0 hit points, you take any remaining damage. The forcefield lasts for 1 minute as long as it has 1 or more hit points, or until you deactivate it by taking an object interaction. Once used, the device must be recharged and this effect cannot be used again until you complete a short or long rest.

Personal Glider

Advanced complexity device schematic

Equipment Type: Cloak

Activation Type: 1 object interaction


When you take an object interaction to activate this device your cloak becomes rigid, allowing you to glide down from a high place. You can fly at a speed of 30 feet for a maximum distance of up to three times the height of your starting point. (If you begin at a height of 30 feet, you can glide a maximum of 90 feet from your starting point.) If you are still airborne when you reach the maximum distance, you fall. Once used, the device must be reset and this effect cannot be used again until you complete a short or long rest.

Personal Sonar

Advanced complexity device schematic

Equipment Type: Headgear

Activation Type: Continuous


When this device is equipped, you have blindsight out to a range of 30 feet.

Personal Teleporter

Intricate complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 object interaction


When this device is equipped you can take an object interaction to activate it, teleporting yourself and all items you are carrying to a location within 100 feet of you that you can see. Once per turn on your next two turns you can take a bonus action to activate the gadget again, teleporting yourself again each time you do so. If you would arrive in a place already occupied by an object or creature you take 4d6 force damage and the device fails to teleport you. Once activated, the device must be recharged and cannot be activated again until you complete a short or long rest.

Pop-Up Shield

Simple complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 reaction


When this device is equipped, you can use your reaction when you are targeted with a melee or ranged attack to unfold a popout shield made of a strong but flexible synthetic material. You are considered to have proficiency with this shield whether or not you are proficient with shields and the shield does not occupy your hands. The shield provides you with half-cover (+2 to AC and Dexterity saving throws) until the end of your next turn. At 11th level this benefit increases to three-quarters cover (+5 to AC and Dexterity saving throws). Once used, the device must be reset and cannot be used again until you complete a short or long rest.

Positive Energy Projector

Advanced complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 object interaction (+1 bonus action, special)


When you have this device equipped, you can take an object interaction to activate it. Once activated, it projects a globe of positive energy in a 10 foot radius around you. On each of your turns, you may take a bonus action to cause one creature (including yourself) within the energy sphere to regain 1d8 hit points plus your Intelligence modifier. This effect works on both living creatures and constructs, but has no effect on undead. The energy projection lasts for 1 min. Once used, the device must be reset and cannot be used again until you complete a short or long rest.

Power Punch

Trivial complexity device schematic

Equipment Type: Gloves

Activation Type: 1 object interaction + 1 attack action


When this device is equipped, you can use an object interaction in conjunction with your attack action to make an unarmed strike against a creature within 5 feet of you. If your attack hits, the target takes 1d6 bludgeoning damage and must make a Strength saving throw or be pushed up to 15 feet away from you. The damage done by this attack increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Once used, the effect must be reset and cannot be used again until you complete a short or long rest.

Protective Armor

Simple complexity device schematic

Equipment Type: Armor

Activation Type: 1 reaction


With this device equipped, you can use your reaction to activate it whenever you are targeted by an attack. You add your Intelligence modifier to your AC against that attack and all subsequent attacks made against you for the rest of the turn. Once used this device must be reset and cannot be used again until you complete a short or a long rest.

Proton Beam

Advanced complexity device schematic

Equipment Type: Weapon (a bow, crossbow or firearm)

Activation Type: 1 object interaction + 1 attack action


When this device is equipped, you can use an object interaction in conjunction with an attack action using the weapon that this device is integrated with to shoot a bolt of energy at a target creature of size Large or smaller. You add both your proficiency bonus and Dexterity modifier to the attack roll. The target of this attack can be located on either your current plane of existence or in the Immatirium as long as you can see them. If the attack hits, the bolt of energy wraps around the target, rendering them restrained. At the beginning of each of its turns, the target may make a Wisdom saving throw. The effect ends if the target succeeds on the saving throw or at the end of their third turn after they are targeted by this effect. As long as the target remains restrained, you can use an action on your own turn to push or pull the creature up to 15 feet in any direction. Once used, this effect must be recharged and it cannot be used again until you complete a short or long rest.

Protoplaser

Simple complexity device schematic

Equipment Type: Gloves

Activation Type: 1 action


When you have this device equipped, you can activate it by taking an action to touch a creature. The creature you touch regains a number of hit points equal to 1d6 + your Intelligence modifier. The amount healed increases by 2d6 when you reach 5th level (3d6), 11th level (5d6), and 17th level (7d6). This effect works on both living creatures and constructs, but has no effect on undead. Once used, the device must be reset and cannot be used again until you complete a short or long rest.

Proximity Detector

Simple complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 action


You can use this device to set an alarm against unwanted intrusion. Take an action and choose a door, a window, or an area within 30 feet of you that is no larger than a 20-foot cube. For the next 8 hours or until you chose to deactivate the device using an object interaction, as long as you are on the same plane of existence an alarm alerts you whenever a size Tiny or larger creature touches or enters the designated area. When you set the alarm you choose whether the alarm is silent or audible. A silent alarm quietly alerts you that the ward has been triggered as long as you are within 1 mile of the warded area. This alarm will awaken you if you are sleeping. An audible alarm produces the sound of loud claxon for 10 seconds

within 100 feet of the warded area. You can chose to set the alarm in a new area after taking a short or a long rest. However, you can have only one actively alarmed area at any one time.

Quake Machine

Intricate complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 object interaction


When this device is equipped, you can take an object interaction to place a seismic reactor onto the ground at a point within 10 feet of you. At the beginning on your next turn, the device triggers, creating a seismic disturbance that causes an intense tremor in a 50-foot radius circle around the point where you placed it. This tremor shakes creatures and structures in contact with the ground in that area, with the following effects:

  • The ground in the area becomes difficult terrain.
  • Each creature on the ground must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
  • Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.
  • The tremor deals 50 bludgeoning damage to any structure

in contact with the ground in the aff effected area. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

The above effects repeat at the beginning of each of your next two turns, unless you take an object interaction to end the effect early. Once this device has been used, it must be recharged and cannot be used again until you complete a short or long rest.

Returning Weapon

Trivial complexity device schematic

Equipment Type: Weapon (any thrown)

Activation Type: Continuous


Whenever you make a thrown attack with the weapon that this device is integrated with, that weapon automatically returns to your hand at the end of your turn.

Rearview Monitor

Trivial complexity device schematic

Equipment Type: Eyewear

Activation Type: Continuous


In addition to your normal field of vision, you can also perceive objects which are behind you. You cannot be surprised by any creature sneaking up behind you unless the are invisible.

Rebreather

Simple complexity device schematic

Equipment Type: Headgear

Activation Type: Continuous (1 action, special)


You can breathe underwater while you have this device equipped.

Air Filter. While this device is equipped, you can take an action to activate an emergency air filter that is built into the device. For one minute after activation, you have advantage on saving throws made against harmful gases and vapors. Once used, this effect must be recharged and cannot be used again until you complete a short or long rest.

Recovery Field

Simple complexity device schematic

Equipment Type: Tool belt

Activation Type: Continuous


While this device is equipped, if you or any friendly creature within 60 feet of you regain hit points at the end of a short rest, each such creature regains an extra 1d4 hit points. The amount of hit points healed increases to 1d6 hit points when you reach 11th level and again to 1d8 at 17th level.

Regeneration Ray

Intricate complexity device schematic

Equipment Type: Gloves

Activation Type: 1 action


When this device is equipped, you can use an action to shoot a ray of positive energy at a target you can see within 40 feet of you. This ray restores health and causes the aff effected creature’s wounds to regenerate at a greatly increased rate. The creature regains 50 hit points. For the next minute, the target also regains 1 hit point at the start of each of its turns. This effect works on both living creatures and constructs, but has no effect on undead. Once used, the gadget must be reset and cannot be used again until you complete a short or long rest.

Reset Button

Advanced complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 reaction


You can activate this device as a reaction at the end of any other creature’s turn in combat. Once activated, the Device alters the flow of time, reversing any events or actions that took place during that creature’s turn. The creature takes its turn again and can chose to take different actions or the same actions as previously, possibly with different results. Once used, this effect must be recharged and cannot be used again until you complete a short or long rest.

Retractable Bayonet

Trivial complexity device schematic

Equipment Type: Weapon (a bow, crossbow or firearm)

Activation Type: 1 object interaction (+ 1 attack action, special)


A weapon equipped with this device contains a hidden, retractable metal spike bayonet, allowing the weapon to be used as an eff ective close-quarters melee weapon in addition to its normal ranged attack capability. The bayonet can be deployed or hidden inside the weapon by using an object interaction. As long as the bayonet is deployed, you can use the weapon to make a melee attack, adding both your proficiency bonus and your choice of either your Strength or Dexterity modifier to the attack roll. If the attack hits, the bayonet deals 1d6 plus either your Strength or Dexterity modifier in piercing damage. If you hit a creature of size large or smaller with the bayonet, you can choose to push the creature up to 5 feet away to you if they fail on a strength save throw.

Retractable Flippers

Simple complexity device schematic

Equipment Type: Footwear

Activation Type: Continuous


When this device is equipped, you can take an object interaction to deploy mechanical flippers from the bottom of your boots. While the flippers are deployed swimming does not count as difficult terrain, but walking does. You can take a second object interaction to retract the flippers.

Retractable Ice Skates

Trivial complexity device schematic

Equipment Type: Footwear

Activation Type: 1 object interaction


When this device is equipped, you can take an object interaction to deploy a small skate blade from the bottom of your boots. While the blade is deployed you ignore difficult terrain created by ice or snow but terrain without ice or snow counts as difficult terrain for you. You can toggle this effect off by taking another object interaction to retract the blades.

When the blades are deployed, you can use your attack action to make an unarmed strike (kick) against a creature within 5 feet of you. The attack deals 1d4 slashing damage if it hits.

Retractable Stilts

Trivial complexity device schematic

Equipment Type: Footwear

Activation Type: 1 object interaction __ When this device is equipped, you can take an object interaction to unfold telescoping stilts out of your footwear, increasing your effective height by 5 feet and enabling you to reach objects which you could not otherwise. While the stilts are deployed, walking counts as difficult terrain. If you make a weapon attack or are hit by an attack you must make a DC 13 Dexterity (Acrobatics) check or be knocked prone. You have disadvantage on any check to resist being pushed. You can retract the stilts by taking a second object interaction.

Smokescreen Emitter

Simple complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 object interaction


When you take an object interaction to activate this device thick, black smoke fills a 30 foot sphere around you. This smoke blocks line-of-sight and anything inside of this area is heavily obscured. This smoke lasts for 2d4 rounds unless dispersed by a moderate or greater speed wind. Once used, this effect must be recharged and cannot be used again until you complete a short or long rest.

Sonic Beam Module

Simple complexity device schematic

Equipment Type: Gloves

Activation Type: 1 object interaction +1 action


This device consists of a powerful amplifier that can focus a spoken word into a beam of compressed sound. When this device is equipped, you can use an object interaction in conjunction with an attack action to make a ranged attack at a target you can see within 60 feet of you. You add both your proficiency bonus and Dexterity modifier to the attack roll. If the attack hits, the beam deals 3d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. This device cannot be used if you are rendered unable to speak. Once used this gadget must be recharged and cannot be used again until you take a short or a long rest.

Sound Dampener

Simple complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 object interaction


When you take an object interaction to activate this device, for the next 3 minutes you have advantage on Dexterity (Stealth) checks to move silently as long as you move no more than half your speed. Once used, the eff ect must be reset and cannot be used again until you complete a short or long rest.

Sunshades

Simple complexity Device schematic

Equipment Type: Eyewear

Activation Type: Continuous (+1 reaction, special)


With this gadget equipped, you are shielded from the visual effects of direct sunlight.

Retinal Shield. With this device equipped, you can use your reaction to activate this effect whenever you have to make a saving throw versus an effect that could blind you. If you do, you have advantage on the saving throw. After being used this effect must be reset and you cannot use it again until you complete a short or a long rest.

Suppressor

Simple complexity device schematic

Equipment Type: Weapon (any firearm)

Activation Type: Continuous


When attached to a firearm weapon, this device greatly reduces the amount of noise that the weapon makes when you fire it. Attacking with the firearm this device is integrated into no longer automatically gives away your position.


Servo Skull Recorder

Trivial complexity device schematic

Equipment Type: Eyewear

Activation Type: 1 object interaction


This device allows you to record sound and/or visual images of objects that you can see and hear within 60 feet of you. You can begin recording by taking an object interaction to activate the device and you can take a second object interaction to stop the recording. When you activate the recorder, you can chose to record sound only, images only, or both images and sound. Messages of up to 1 minute in length can be recorded and stored recordings can be played back by taking an object interaction.

Spark Caster

Intricate complexity device schematic

Equipment Type: Gloves

Activation Type: 1 action


When you take an action to activate this device you are bathed in a shower of sparks. Chose one of the following effects:

  • Throw Lightning. A bolt of lightning forming a line 50 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites fl ammable objects in the area that aren’t being worn or carried.
  • Shield of Sparks. Until the beginning of your next turn, whenever a creature within 5 feet of you targets you with a melee attack, that creature takes 3d8 lightning damage and can’t take reactions until the beginning of their next turn.

  • Static Charge. Creatures within 15 feet of you that are wearing metal armor are pushed up to 15 feet directly away from you. Until the beginning of your next turn any creature wearing metal armor within a 60 foot sphere around you must pay 2 feet of movement for every 1 foot they move in your direction. No creature wearing metal armor may get closer to you then 10 feet away.

On each of your next two turns you may take a bonus action to use one of the effects listed above. Once used, this device must be recharged and you cannot activate it again until you complete a short or a long rest.

Spring Boots

Advanced complexity device schematic

Equipment Type: Footwear

Activation Type: Continuous


While this device is equipped, you can jump twice the normal distance, though you can’t jump farther in any one turn than your remaining movement would allow.

Spell Nullifier

Advanced complexity device schematic

Equipment Type: Armor

Activation Type: 1 reaction


When this device is equipped, you can activate it by using your reaction when you see a creature within 60 feet of you casting a spell. If you do so and the creature is casting a spell of 3rd level or lower, the spell fails and has no effect. If it is casting a spell of 4th level or higher, make an Intelligence check with a DC equal to 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. Beginning at 17th level, if you roll a 20 on this check and the spell is 7th level or lower, the spell has no effect on its intended target and instead targets the creature that cast it instead. Once used, the device must be recharged and cannot be used again until you complete a short or long rest.

Spring-Loaded Scabbard

Trivial complexity device schematic

Equipment Type: Weapon (any without the two-handed property)

Activation Type: 1 object interaction


When this device is equipped, you can draw both the weapon that the gadget is integrated into and another weapon as part of the same object interaction.

Spy Bug

Trivial complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 action

You can take an action to activate this device, which takes the form of a tiny mechanical insect such as a beetle, cockroach, or cricket. The Machine has AC 10, 1 hit point, a movement speed of 30ft, and cannot attack. It can take no actions on its own, but you can control the mechanical insect via a wireless communications link. While controlling the clockwork you perceive through the clockwork’s senses and are deaf and blind with regard to your own senses. The wireless link is lost and the device is deactivated if the mechanical insect moves further than 250 feet away from you or if you take an object interaction to disable it. Starting at 11th level, your spy bug gains a flying speed of 50 feet in addition to its walking speed and the range at which you can control the device increases to 500 feet.

Steam Spray

Simple complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 reaction


When this device is equipped, you can use your reaction to impose disadvantage on the attack roll of a creature within 5 feet of you. An attacker that can’t be blinded is immune to this effect. Once used, the effect must be recharged and cannot be used again until you complete a short or long rest.

Stim Infusion

Advanced complexity device schematic

Equipment Type: Armor

Activation Type: Continuous (+1 action, special)


When this device is equipped, your stamina in boosted and you gain the following benefits:

  • You can add half your Intelligence modifier to the number of days that you can go without food before you risk becoming exhausted.
  • You have advantage on Constitution saving throws versus any effect that would give you a level of exhaustion, such as when making a forced march or attempting to survive drinking too little water.
  • You require half the amount of sleep each night that you normally would.

Stimulant Injection. You can activate this effect by using an action. If activated, you must make a Constitution saving throw. If you succeed, you reduce your level of exhaustion by one. Once you have used this effect, it must be recharged and cannot be used again until you complete a long rest.

Squat Militia Tool

Trivial complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 object interaction


This hand held device stores on your tool belt when you aren’t using it. The device consists of numerous miniature tools which can be folded into or out of the body of the device by taking an object interaction. The tools available vary depending on the needs of the engineer that made it, but likely include tools such as an awl, can opener, chisel, corkscrew, file, fingernail clippers, fire striker, fish scaler, hook, knife, lock pick, magnifying glass, measuring spoon, muddler, pliers, ruler, scissors, screwdriver, spanner wrench, spatula, spork, thermometer, toothpick, tweezers, vegetable peeler, wire cutter, and a whistle, among others.

Targeting Scope

Advanced complexity device schematic

Equipment Type: Weapon (a bow, crossbow or fi rearm)

Activation Type: Continuous


This device increases the accuracy when you make an attack with the weapon it is attached to. You do not suffer disadvantage when you use this weapon to attack a target at long range.

Taser Gloves

Simple complexity device schematic

Equipment Type: Gloves

Activation Type: 1 object interaction + 1 attack action


When this device is equipped, you can use an object interaction in conjunction with an attack action to make an unarmed strike against a creature within 5 feet of you. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes your unarmed strike damage plus an additional 1d8 lightning damage, and it can’t take reactions until the start of its next turn. This attack’s damage increases by 1d8 when you reach 11th level (2d8), and 17th level (3d8). Once this attack hits successfully, the effect must be recharged and cannot be used again until you complete a short or long rest.

Thought Projector

Advanced complexity device schematic

Equipment Type: Headgear

Activation Type: 1 object interaction


You may take an object interaction to activate this device. For the next five minutes you gain the ability to communicate with other creatures telepathically out to a range of 120 feet. You can communicate telepathically with any creature that has an Intelligence score of at least 1 by sharing mental projections of words, images, sounds, and other sensory messages. Once this effect has been used, the device must be recharged and it cannot be used again until you have completed a short or long rest.

Time-Dilation Zone

Intricate complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 action


When you activate this device by taking an action, chose a spot within 60 feet of you that you can see. The gadget projects an invisible sphere of energy in a 40 foot sphere around the chosen point. The fl ow of time is altered for creatures inside the sphere.

Movement costs double for each creature inside the energy sphere, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. A creature that starts its turn inside the sphere can use either an action or a bonus action, but not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with an activation type of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete casting the spell. If it can’t, the spell is wasted.

The energy sphere lasts for 1 minute unless you end it early by taking an object interaction. Once used, this device must be recharged and cannot be used again until you complete a short or a long rest.

Tranquilizer

Trivial complexity device schematic

Equipment Type:* Gloves

Activation Type: 1 object interaction +1 action, special


When this device is equipped, you can use an object interaction in conjunction with an attack action to fire a spring, loaded dart at a target you can see within 30 feet of you. You add your proficiency bonus and Dexterity modifier to the attack roll. If the attack hits, the target takes 1d4 piercing damage and must make a Constitution saving throw or fall unconscious for 10 minutes. The unconscious creature awakens if it takes damage or if someone uses an action to shake or slap it awake. Once used, the effect must be reset and cannot be used again until you complete a short or long rest.

Transmogrifying Ray

Advanced complexity device schematic

Equipment Type: Gloves

Activation Type: 1 action


When this device is equipped, you can use an action to shoot a beam of energy out of your fingertips toward a target creature that you can see within 60 feet of you. The target must succeed on a Charisma saving throw or they, and all the equipment they are carrying, are transformed into the form of a smallsized barnyard beast such as a chicken, goat, or sheep. While transformed the following rules apply:

  • The target’s game statistics are replaced by the statistics of the beast, but they retain their alignment, personality, saving throw proficiencies, Hit Dice and hit points.
  • The target can still move and take actions, but they are limited by the capabilities of their beast form.
  • They cannot cast any spells. However, transforming doesn’t break concentration on a spell they have already cast or prevent them from taking actions that are part of a spell that they’ve already cast.

At the end of each of their turns, the target may make another Charisma saving throw. The effect ends if the target succeeds on a saving throw to resist the effect, if they take damage from any source, or at the end of their third turn after the transformation. Once this effect has been used, the device must be recharged and cannot be used again until you have completed a short or long rest.

Universal Translator

Simple complexity device schematic

Equipment Type: Headgear

Activation Type: 1 object interaction


You may take an object interaction to activate this device. For the next three minutes you understand the literal meaning of any spoken language that you hear. Once this effect has been used, the device must be recharged and cannot be used again until you have completed a short or long rest.

Vibro Weapon

Advanced complexity device schematic

Equipment Type: Weapon (any bladed weapon that deals slashing damage)

Activation Type: Continuous


When this device is equipped, the weapon it is integrated into is outfitted with a intergrated vibro chamber increase the sharpness of the blade. Whenever you score a critical hit against an opponent with this weapon, you can roll one additional weapon damage die for determining the extra damage done by the attack. This bonus increases to two additional damage dice when you reach 17th level.

Water Condenser

Trivial complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 object interaction


This device condenses water vapor out of air and stores the water in a bladder on your tool belt. As an action you can decant up to 1 gallon of clean, fresh water. Once used, the effect cannot be used again until you complete a short or long rest.

Warp Ray

Intricate complexity device schematic

Equipment Type: Gloves

Activation Type: 1 action


When this device is equipped, you can use an action to shoot a ray of energy at a target creature you can see within 50 feet of you. The target must succeed on a Charisma saving throw

or be temporarily banished to a pocket dimension. While banished, the creature is incapacitated. At the beginning of each of its turns, the target may make another saving throw versus Charisma. If the save fails, the creature remains banished. The effect ends if the target succeeds on a saving throw to resist the effect or at the end of their third turn after they are banished.

Weapon Reach Extender

Simple complexity device schematic

Equipment Type: Weapon (a melee weapon that does not have the heavy, or two-handed trait)

Activation Type: Continuous


This device adds a telescoping handle to the weapon it is attached to. Treat the weapon that this device is attached to as though it has the reach trait. If it already has the reach trait, the weapon’s reach extends for an additional +5 feet.

Wep shooter

Simple complexity device schematic

Equipment Type: Gloves/hand held

Activation Type: 1 object interaction + 1 attack action


When this device is equipped, you can use an object interaction in conjunction with an attack action to shoot a stream of sticky Adhesive out of a tube hidden in your gloves. Make a ranged attack against a creature of size large or smaller that is within 30 feet of you. You add your proficiency bonus and Dexterity modifier to this attack roll. If you hit, the creature is restrained by the webbing. As an action, the restrained creature can make a Strength saving throw to break free from the webbing. The effect ends if the adhesive is destroyed. The webbing has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage. Once you have used this device, its effect must be reset and cannot be used again until you complete a short or long rest.

Wheeled Heels

Advanced complexity device schematic

Equipment Type: Footwear

Activation Type: Continuous


While this device is equipped, you can use a bonus action on each of your turns to take the Dash action.

Rocket boost. You can take an object interaction to fire rockets built into your boots, causing your walking speed to be doubled and any creature that makes an opportunity attack against you has disadvantage on the attack roll. This effect lasts for one minute. Once used, this effect must be recharged and it cannot be used again until you complete a short or long rest.

Wrist Rockets

Simple complexity device schematic

Equipment Type: Gloves/Bracer

Activation Type: 1 action


When this device is equipped you can use an action to activate it. If you do, you fire two explosive rockets out of your gloves. Each of the two rockets hits a creature of your choice that you can see within 80 feet of you. Each rocket deals 1d4+1 force damage to its target. The rockets all strike simultaneously, and you can direct them both to hit the same, or different targets. At 5th level you can fire an additional 2 rockets (4 rockets total). This increases by an additional 2 rockets at 11th (6 rockets), 17th levels (8 rockets) and 10 at level 20. Once used, this device must be reloaded and cannot be used again until you complete a short or a long rest.

Weather Rocket

Advanced complexity device schematic

Equipment Type: Tool belt

Activation Type: 1 action


When you take an action to activate this device, you shoot a small rocket into the sky which explodes at a high altitude, releasing chemicals that alter the local atmosphere, changing the weather conditions for a radius of 5 miles around your location. You must be outdoors to activate this effect.

You can change the current weather conditions, including precipitation, temperature, and wind. It takes 1d4 x 10 minutes for new conditions to take effect. The effect lasts for 6 hours and then gradually returns to normal.

Consult the current weather conditions on the table below. You can change each of the conditions by 2 steps up or down. You can also change the direction of the wind to any direction you wish.

Precipitation
Stage Conditions
1 Clear
2 Light Clouds
3 Overcast or Fog
4 Rain or Snow
5 Torrential Rain or a Blizzard
Wind
Stage Conditions
1 Calm
2 Moderate Wind
3 Strong Wind
4 Gale
5 Storm
6 Torential Rain or a Blizzard
Temperature
Stage Conditions
1 Unbearable heat
2 Hot
3 Warm
4 Cool
5 Cold
6 Artic Cold

Once this device has been used, it must be reset and cannot be used again until you have completed a short or long rest.

Weapons and Attachments

Autoloader

A miracle of the Machine God, pressing an Autoloader’s activation rune triggers a mechanism that automatically reloads your weapon. This is most commonly used on heavy weapons

Effects you may as a free action load any weapon that does not have the massive parts Property, if it has the massive parts Property it takes just one action Instead of two.

Artificer

Some weapons are simply made better, forged from high quality materials or by unparalleled artisans.

Effect: You gain +2 bonus to all damage rolls made with this weapon.

Bayonet Lug

A simple device that allows you to mount a blade on a firearm.

Effect: You can use this weapon as a melee weapon, with damage 1d6 Slashing/Piercing, Versatility (1D8).

Chain Bayonet

A whirring, rending bayonet mechanically attached to a firearm.

Effect: You can use this weapon as a melee weapon with damage of 2d3 Slashing, Versatility (2d4)

Distinction

Some weapons garner infamy as deadly tools of destruction, while others simply look the part. Through custom paint jobs, grizzly additions, or a storied history, a weapon with distinction can speak a thousand words without uttering a sound.

Effect: Gain advantage on Intimidation skill checks when you brandish this weapon. Distinction does not count toward a weapon’s maximum number of upgrades.

Dueling Grip

Finely crafted for a specific user, dueling grips are highly sought after alterations that grant finer control and accuracy, aiming to eliminate the gap between warrior and weapon.

Effect: +1 bonus to all Attack roll when using this weapon. This upgrade can only be applied to Pistols or one-handed melee weapons.

Gene-Grip Bio-Verator

Popular among law enforcement and paranoid gunslingers, these custom grips check the biosignature of the wielder every time they are held, ensuring that only authorized personnel can activate the weapon.

Effect: Any mechanisms your weapon has (triggers, chain engines, etc.) will not activate for anyone but you.

Mastercrafted

Some weapons are simply made better, forged from high quality materials or by unparalleled artisans.

Effect: The weapon gains the Reliable Trait. You gain +1 bonus to any Attack rolls made with this weapon and +1 to DC's of ranged attacks that use a DC.

Megathoule Accelerator (Lucius Pattern)

Based on a design used by the Death Korps of Krieg, this upgrade drastically increases a Las weapon’s rate of fire. Extensive additional heat-sink rings along the length of the barrel aim to prevent overheating.

Effect: A weapon with this gains the Automatic (3) property. This may only be used on a lasgun, Hot shot Lasgun, Las Pistol or Hot shot las Pistol.

Monoscope

Though it can be used to project a beam of light and acts as a scope. The monoscope primarily acts as a visual enhancer but Any authorized individual can connect to the monoscope’s wielder via data-slate command runes can tap into the monoscope and see through the device’s lens.

Effect: Acts as a Glow Beam and You do not suffer disadvantage on attack roll made at long range with a weapon with this Attachment

Preysense Sight

Preysense sights utilise precision thermal optics, allowing the wearer to see targets in low light or even total darkness.

Effect: This weapon upgrade allows the wielder to detect targets via ambient heat, even in total darkness, while you have the weapon at the ready

Red-Dot Sight

An integrated low-power laser emitter that highlights the weapon’s target with a tell-tale crimson dot. Often his light is the last thing a target notices before their death.

Effect: +1 bonus to ranged attacks made with this attachment and +1 to a DC of ranged attacks made with weapons that use a DC . This may only be applied to a ranged weapon.

Silencer

This barrel extension is specifically designed to conceal muzzle flash and muffle the sound of gunfire.

Effect: Enemies cant here this weapon outside 100ft and they have disadvantage on perception rolls to hear the weapon being fired. this attachment cant be attached to a weapon with the Heavy Property with the exception of snipers.

Weapon Properties


Armour Penetration (AP): This Property comes in three Levels, AP, AP+ and AP++. If a weapon has this Property and hits a target you apply the below benefits in accordance to what level AP the weapon has, each level will retain the benefits of the previous levels of AP

  • AP: If a target hit with this AP and has a Resistance to its type, you ignore it. If it has Immunity it becomes Resistance.
  • AP+: You Ignore Resistances and Immunities to its type.
  • AP++: You Ignore any damage reduction you armor may have.

Furthermore, there are some changes to the usual ways of using Immunity and Resistance, as noted below

  • If you target a creature that has no resistances, with a weapon that has AP property or better, the target has Vulnerability to the damage type.
  • If a creature hits a with a weapon that does not have any AP and the target has Immunity to the type of damage it deals, they roll a d6, if the result is 4+, meaning on a 4 or higher, the target takes no damage if not the they take half.
  • You may not stack sources of AP, Resistance or Immunities, for example an AP weapon will still ignore resistance even if the target has resistance from multiple sources.

Ammunition ( - / - ) (New): You may only use a weapon with the ammunition property if you have enough ammo for it. the property will have two numbers the first is the number of rounds in a magazine and the second is the round type.


Assault (New): A user of a weapon with this Property may still make an attack action if they also dashed this turn but there attack will suffer a -3 penalty to all attack this turn.


Automatic: When attacking with a weapon that has the Automatic property, there are three ways to do so you may spray your fires at multiple targets, Focus fire on one target at a time or shoot controlled bursts at the target, see below for the three types of automatic weapon attack actions

  • Spray You can as an action spray a cube a size equal to 5ft times the number in the parentheses, within normal range with shots. Each creature in the area must succeed on a Dexterity save DC 8 + Proficiency Bonus (If Proficient) + Dexterity Bonus, or take the weapon's damage x half the number in the parentheses (round up), This action uses a number of your rounds equal to the number in the parentheses x itself

  • Focus fire You may as an action choose to fire at a single target within range. The target must make a dex save DC 8 + Proficiency Bonus (If Proficient) + Dexterity Bonus, on a fail the target takes the weapons damage x half the number in the Parentheses (round up) Plus the number in the Parentheses, on a pass the take half. This action consumes a number of rounds, equal to the number in the parentheses x itself.

  • Controlled Bursts You May make one normal attack with this weapon per attack you have, if you hit it deals normal damage Plus the number in the Parentheses, this uses a number of rounds per attack equal to the number in the parentheses.


Blast (-ft) (New): When a weapon with this property is activated all creatures within a Sphere the size listed in the parentheses on the blast property, must make a Dexterity saving throw DC 8 + users proficiency bonus, if Proficient + the users Dexterity modifier or intelligence bonus if a set device. On a pass the target only suffers half damage on a fail it is takes full damage.


Burst: Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier intelligence bonus if a set device or take half damage dealt.


Burst fire ( - ) (New): You May make one normal attack with this weapon per attack you have, if you hit it deals normal damage, this uses a number of rounds per attack equal to the number in the parentheses.


Bulky (Renamed for original Heavy) Small creatures have disadvantage on Attack rolls with heavy Weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.


Combi: weapons are guns that have a secondary special weapon firing mode, during a turn a creature with this weapon uses there attack action they may use the secondary mode for one of there attacks during there turn, or the may gain one extra attack as apart of your standard attack action with the secondary fire but they will suffer a - 5 to all attacks made this turn, this extra attack must be declared during the first attack of the action but may be used later in the turn.


Deviation (-) (New): When a weapon with this property is used, nominate a point with in range roll an attack against a DC 10, if you don't hit roll the scatter die and you then roll a dice as listed it the parentheses and the subtract you dexterity bonus from the roll (to a minimum of 1), the total is how many 5ft increments the round deviates in the direction of the Arrow rolled on the scatter die. If the point you nominated is at long range, targets have advantage on the save and the deviation dice are Doubled. If you roll a natural one on the attack roll of a weapon with deviation, you do not reduce the distance by your dex.


Engulf (-ft): When a weapon with this property is fired the user nominates a cone the size listed in the parentheses on the Engulf property, any creature in the cone must make a Dex save DC 8 + Dex modifier + Proficiency bonus, on a Pass the target takes half damage.


Extensive Action (New): If a weapon has this property you may only attack once per attack action, reguardless of the amount of extra attacks you may have.


Force (New): If a weapon with this property is wielded by a non Psyker it counts as a basic version of its type. If the wielded is a Psyker they may as a bonus action and a number of warp charges from 1 to a maximum of the wielders Spell bonus, if this is done your weapon will count as a magic weapon with a plus equal to the amount of warp charges used and deal Force damage. this effect lasts for 1 min or the weapon is dropped of disarmed.


Grav if a weapon with this property hits a target wearing light armor you count this weapon as Having AP, if they are wearing medium it counts as AP+ and deals + 1 damage die of damage and if the target is in heavy armor, power armor or a construct it counts as AP++ and you add +2 damage dice to the attack.


Heavy A creature that moves and Fires a heavy weapon fires it at disadvantage, If you fire the Weapon before you move you may not move.


Indirect (New): When a weapon with this property is fired the user may fire at targets out of line of sight, but the deviation dice doubels and target gets advantage on saves against the attack. Unless a friendly creature uses a bonus action to communicates the enemy position the the bearer. This weapon may not be used indoors.


Ignore Cover Attacks with a weapon with this Property Ignore any benefits of cover.


Ignite If dealt damage by a weapon with this Property and is wearing some type of cloth, it lights on fire. Dealing 1D6 fire damage at the start of each of there turns. they may use an action to put out the flames.


Knockback (-) (New): Any creature hit with a weapon with this property must pass a Str save DC 8 + Proficiency if Proficient + the number in the parenthesies of the property, or be Knock Prone and pushed back 5ft per number in the Parenthesies, if this would result in the target being pushed of a ledge they may make a Dex save the DC is the same if passed they stop at the edge of the ledge.


Large (New): Attacks with a weapon with this property are made with a -3 to there attack Rolls.


Long gun (New): a weapon with this property may is fired at disadvantage unless You use your bonus action to Brace the weapon on a wall or something to stabilize the weapon alternetivly you may go prone.


Mounted (New): Medium creatures have disadvantage on attacks unless this weapon is mounted on a vehicle or tripod/mount, Small and smaller creatures cannot wield.


Massive Parts (New): this weapon takes 2 Actions to Reload and 2 action to set up or take down.


Melta (New): If a weapon with this property is fired, and the user is within the half the Normal range you double the normal damage dice of the weapon.


Missfire whenever you make an attack with a firearm and the dice roll naturally, is equal to or less then the misfire score the weapon misfires. The attack misses and you must roll a d100 on the chart below to see what happens to the weapon. If you naturally roll equal to or greater then the Critical number, a critical hit is Scored as if you rolled a natural 20 (I.E. double damage dice are rolled.

d100 Result
1% FUBAR, the weapon is FUBAR and must be entirely replaced or reconstructed cost is full value of weapon
2% - 5% The weapon is Destroyed and needs Parts that must be forged or acquired, equal to a percentage of a D100 roll compared to market value, and then may be repaired during a long rest and a successful Tech tools and a successful Artificers tools check, both DC 20,If both tests are failed the weapon is FUBAR, If one test is failed you may attempt the failed test again with a +5 to the DC, if you fail the test again the weapon is FUBAR
6% - 10% The weapon is Broken and requires Short rest and a successful Artificers tools check, DC 20, If the test is failed treat the weapon as if you had rolled a 4 to 10%.
11% - 15% The weapon is Seized and requires your actions and a successful Tech tools check, DC 15, If the test is failed treat the weapon as if you had rolled a 11 to 20%.
16% - 60% The weapon is Jammed and requires you to use a bonus action and a successful dexterity check, DC 15, If the test is failed treat the weapon as if you had rolled a 21 to 45%.
61% - 100% The weapon is Fine it was just bad munitions, or simple you just Missed.

Power: critical hits with this weapon do one additional damage die when rolling for damage.


Powder: A weapon with this property requires a powder horn. this works like a spell component pouch.


Pistol (New): A weapon with this property does not get disadvantage for firing a weapon within 5 ft of a enemy.


Radium (New): If a weapon with this property roll the highest roll on a damage die you may roll one additional die, extra damage die from this property do not generate extra dice.


Reloading (replacment): If a weapon has the reloading property runs out of ammunition in the weapon or magazine the wielder must spend an action to reload the weapon. Some weapons have a number in parentheses after the reloading feature this means you may only load that may rounds Per action you use to load the weapon.


Reliable (New): Whenever you have to roll on the missfire chart with a weapon with this Property you may roll twice and choose the higher of the two.


Rapid-fire (New): if a weapon with this property Fires within half its short range you may make one extra attack when using the attack action.


Sniper (New): a weapon with this property scores a critical hit on natural roll of one better the you normally would.


Supercharge (New): Before firing a weapon with this Property you may choose to supercharge it, if you do, roll double the normal damage dice but you suffer a overheat on natural rolls of 1 - 4, if you also fall within the weapons Missfire you will suffer both effects (Overheat and you roll on the Missfire. Furthermore if you suffer a overheat you roll damage including the extra damage dice and then make a Dexterity save DC 15, on a fail you suffer the damage dealt including AP. and on a pass you suffer half as much damage. When you Supercharge you use double the shots it would have used without supercharging.


Shotgun When Firing a weapon with this property within Half its normal range you double the damage die to the attacks damage roll.


Stunning (-) Any creature hit with a weapon with this property must pass a Con save DC 8 + Proficiency if Proficient + the number in the parenthesies of the property, or be stunned for one round.


Special Requirement (New): some weapons and items may Require a Specific Race, mod, armor type Ext. This will be described in the Properties of the Item. Example: the Bolt Rifle may only be used by the Primaris Race.


Twin-linked (New): you have advantage on attacks made with a twin linked weapon or the enemy has disadvantage on saves against effects caused by twin-linked weapons and you fire twice the number of shoots.


Volatile: If something with this Property is destroyed it will cause its effect to take place, IE if its a explosive it will detonate.


Vehicle (New): A weapon with this property may only be made if it is mounted properly on the appropriate vehicle.


  • Subdual damage:
  • Do not apply Subdaul damage to the target character’s hit points.
  • Any amout of subdual damage in an amount that exceades the targets Constitution modifier will become the DC for a Constitution save or fall unconscious.
  • If unconscious a new test may be made each round using the same DC that was failed originally.
Auto/stub Weapons
Name Cost Damage Weight Properties
Auto pistol - 1D8 Piercing - Range 60ft/240ft, Reloading, Ammunition Sickle Mag/.45 Cal, Pistol, Misfire (1-3)
Autogun - 1D8 Piercing - Range 120ft/480ft, Reloading, Amunition Sickle Mag/.45 Cal, Rapidfire, Misfire (1-3)
Stub pistol - 1d10 Piercing - Range 60ft/240ft, Reloading, Ammunition Sickle Mag/.50 cal, light, Pistol, Misfire (1-2)
Hand Cannon - 2d6 Piercing - Range 90ft/360ft, Reloading, Ammunition 6/.50 cal, Pistol, AP, Knockback (1), Misfire (1)
Stub Revolver - 1d10 Piercing - Range 60ft/240ft, Reloading, Ammunition Sickle Mag/.50 cal, light, Pistol, Misfire (1)
Stub Rifle - 1d10 Piercing - Range 120ft/480ft, Reloading, Ammunition Sickle Mag/.50 cal, Rapidfire, Misfire (1-2)
Stub Carbine - 1d10 Piercing - Range 90ft/360ft, Two-handed, Reloading, Ammunition Sickle Mag/.50 Cal, Pistol, Automatic (3), Misfire (1)
Macrostubber - 1d8 Piercing - Range 60ft/240ft, One-handed, Reloading, Ammunition Sickle Mag/.45 Cal, Pistol, Automatic (5), Misfire (1)
Sniper Rifle - 1d12 Piercing - Range 180ft/720ft, Reloading, Ammunition Sickle Mag/.50 cal, Sniper, Heavy, Misfire (1-2)
Leaver action Sniper Rifle - 2D8 Piercing - Range 180ft/720ft, Reloading, Extensive Action, Ammunition 8/.50 cal, Sniper, AP, Heavy, Misfire (1-2)
Shotgun - 2d10 Piercing - Range 40ft/160ft, Two-handed, Reloading, Ammunition 10/Shells, Assault, Shotgun, Knockback (2), Misfire (1-2)
Heavy Stubber - 1d12 piercing - Range 180ft/720ft, Reloading, Automatic (5), Ammunition Belt 100/.50cal, Heavy, Knockback (1), Mounted Misfire (1-2)
Auto-Cannon - 2d12 Piercing - Range 240ft/960ft, Automatic (2), Ammunition Drum 30/20MM, Heavy, Misfire (1), AP, Knockback (5), Massive Parts, Mounted
Accelerator Auto-Cannon - 2d8 Piercing - Range 240ft/960ft, Automatic (4), Ammunition Belt 40/20MM, Heavy, Misfire (1-2), AP, Special Requirement (Primaris)
Las Weapons
Name Cost Damage Weight Properties
Las pistol - 1D8 Fire - Range 60ft/240ft, One-handed, Reloading, Ammunition 50/Energy Cell, Rapidfire, Light, Pistol, Misfire (1)
Hotshot Las pistol - 1D10 Fire - Range 60ft/240ft, One-handed, Reloading, Ammunition 50/Energy Cell, Rapidfire, Light, Pistol, Misfire (1-2), AP
Lasgun - 1D8 Fire - Range 120ft/480ft, Two-handed, Reloading, Ammunition 50/Energy Cell, Rapidfire, Misfire (1)
Hotshot Lasgun - 1D10 Fire - Range 120ft/480ft, Two-handed, Reloading, Ammunition 25/Energy Cell, Rapidfire, Misfire (1-2), AP
Lascannon - 6D8 Fire - Range 240ft/960ft, Ammunition 1/Energy Cell, Heavy, Extensive Action, Misfire (1), AP+, Massive Parts, Mounted
Bolt Weapons
Name Cost Damage Weight Properties
Astartes Bolt pistol - 1d12 Piercing - Range 60ft/240ft, One-handed, Reloading, Ammunition Sickle Mag/.75 cal Bolt, Pistol, Knockback (1), Misfire (1)
Mortal Bolt pistol - 1d10 Piercing - Range 60ft/240ft, One-handed, Reloading, Ammunition Sickle Mag/.75 cal Bolt, Pistol, Knockback (1), Misfire (1), Straight Magazine mag only with no effect
Heavy Bolt pistol - 2d6 Piercing - Range 90ft/360ft, One-handed, Reloading, Amunition Sickle Mag/.75 cal Bolt, Pistol, AP, Knockback (2), Misfire (1), Special Requirement (Primaris)
Bullet Storm pistol - 1d12 Piercing - Range 60ft/240ft, One-handed, Reloading (Short rest), Ammunition belt 100/.75 cal Bolt, Automatic (3), Pistol, AP, Knockback (1), Misfire (1), Special Requirement (MKX Gravis)
Absolver Bolt pistol - 3d4 Piercing - Range 90ft/360ft, one-handed, Reloading, Ammunition Sickle Mag/.75 cal Bolt, Pistol, AP, Misfire (1), Knockback (2), Special Requirement (Astartes)
Astartes Boltgun - 1D12 Piercing - Range 120ft/480ft, Two-handed, Reloading, Ammunition Sickle Mag/.75 cal Bolt, Rapidfire, Knockback (1), Misfire (1)
Mortal Boltgun - 1D10 Piercing - Range 120ft/480ft, Two-handed, Reloading, Ammunition Sickle Mag/.75 cal Bolt, Rapidfire, Knockback (1), Misfire (1), Straight Magazine mag only with no effect
Combi-Boltgun - 1D12 Piercing - Range 120ft/480ft, Two-handed, Reloading, Ammunition Sickle Mag/.75 cal Bolt, Rapidfire, Knockback (1), Misfire (1-2), Combi
Condemner Boltgun - 1D12 Piercing - Range 120ft/480ft, Two-handed, Reloading, Ammunition Sickle Mag/.75 cal PsyBolt, Rapidfire, AP+, Knockback (1), Misfire (1), Special Requirement (Inquisition, Grayknight, Ministorum, Black Templar)
Psycannon - 3d6 Piercing - Range 120ft/480ft, Two-handed, Automatic (4), Ammunition Drum/.75 cal PsyBolt only, Heavy, Misfire (1), AP, Knockback (1), Special Requirement (Gray Knight)
Bolt Rifle - 1D12 Piercing - Range 150ft/600ft, Two-handed, Reloading, Ammunition Sickle Mag/.75 cal Bolt, Rapidfire, AP, Knockback (1), Misfire (1), Special Requirement (Primaris)
Heavy bolt Rifle - 2d12 Piercing - Range 180ft/720ft, Two-handed, Reloading, Ammunition Sickle Mag/.75 cal Bolt, Sniper, Heavy, AP, Knockback (2), Misfire (1), Special Requirement (Primaris)
Astartes Shotgun - 2d12 Force - Range 40ft/160ft, Two-handed, Reloading, Ammunition 10/Shells, Assault, Shotgun, Knockback (3), Misfire (1), Special Requirement (Astartes)
Storm Bolter - 1d12 Piercing - Range 120ft/480ft, Two-handed, Reloading, Ammunition Sickle Mag/.75 cal Bolt, Automatic (4), Rapidfire, Knockback (1), Misfire (1), Special Requirement (Astartes)
Assault Bolter - 1d12 Piercing - Range 90ft/360ft, Two-handed, Reloading, Ammunition Drum/.75 cal Bolt, Automatic (3), AP, Assault, Knockback (2), Misfire (1), Special Requirement (MKX Gravis)
Stalker Bolter - 2d12 Piercing - Range 180ft/720ft, Two-handed, Reloading, Ammunition Sickle Mag/.100 cal Bolt, Sniper, Heavy, AP, Misfire (1), Special Requirement (Astartes)
Heavy Bolter - 3d6 Piercing - Range 180ft/720ft, Two-handed, Automatic (4), Ammunition Belt 50/.100 cal, Heavy, Misfire (1-2), AP, Knockback (3), Massive Parts, Mounted
Bolt Sniper Rifle - 4d6 Piercing - Range 240ft/960ft, Two-handed, Reloading, Ammunition 5/.100 cal Bolt, Sniper, Heavy, AP, Misfire (1), Special Requirement (Primaris)
Ranged Mechanicus Weapons
Name Cost Damage Weight Properties
Radium Pistol - 2d6 poison - Range 60ft/240ft, One-handed, Reloading, Ammunition 15/radium rounds, Pistol, Radium, Misfire (1), Special Requirement (Cult Mechanicus)
Radium Carbine - 2d6 Poison - Range 120ft/480ft, Two-handed, Reloading, Ammunition 30/Radium rounds, Rapidfire, Radium, Automatic (3), Misfire (1), Special Requirement (Cult Mechanicus)
Galvantic Rifle - 2d6 Piercing - Range 150ft/600ft, Two-handed, Reloading, Ammunition 12/Galvantic rounds, Rapidfire, AP, Misfire (1), Special Requirement (Cult Mechanicus)
Transuranic Arqubus - 5d6 Piercing - Range 300ft/1200ft, Two-handed, Reloading, Ammunition 10/.75 cal Bolt, AP+, Sniper, Heavy, Long Gun, Misfire (1), Special Requirement (Skitarii Ranger/Vangaurd)
Arch Pistol - 3d4 Lightning - Range 60ft/240ft, One-handed, Reloading, Ammunition 30/Arch Pack, Pistol, AP Misfire (1), Stunning (1), Special Requirement (Cult Mechanicus)
Arch Rifle - 3d4 Lightning - Range 120ft/480ft, Two-handed, Reloading, Ammunition 20/Arch Pack, Rapidfire, AP, Stunning (1), Misfire (1), Special Requirement (Cult Mechanicus)
Heavy Arch Rifle - 5d4 Lightning - Range 120ft/480ft, Two-handed, Reloading, Ammunition 20/Arch Pack, Heavy, Massive parts, AP, Automatic (2), Stunning (3), Misfire (1), Special Requirement (Cult Mechanicus)
Plasma Caliver - 3d4 Fire - Range 90ft/360ft, Two-handed, Reloading, Ammunition 20/Plasma Cell, Assault, Automatic (2), Supercharge, AP+, Misfire (1), Special Requirement (Cult Mechanicus)
Plasma Culverin - 5d4 Fire - Range 90ft/360ft, Two-handed, Reloading, Ammunition 5/Plasma Cell, Heavy, Massive parts, Blast (20ft) Deviation (1d6), Supercharge, AP+, Misfire (1), Special Requirement (Kataphron)
Vulkite Blaster - 3d6 Fire - Range 120ft/480ft, Two-handed, Reloading, Ammunition 20/Volkite, Heavy, Automatic (3), Power, Misfire (1), Special Requirement (Cult Mechanicus)
Phosphor Blast Pistol - 2d6 Fire - Range 60ft/240ft, One-handed, Reloading, Ammunition 30/plasma cell, Pistol, AP Ignore Cover, Misfire (1), Special Requirement (Cult Mechanicus)
Phosphor Blaster - 2d6 Fire - Range 120ft/480ft, Two-handed, Reloading, Ammunition 15/plasma cell, Rapidfire, Ignore Cover, Automatic (3), AP, Misfire (1), Special Requirement (Cult Mechanicus)
Heavy Phosphor Blaster - 3d6 Fire - Range 180ft/720ft, Two-handed, Reloading, Ammunition 15/plasma cell, Heavy, AP, Ignore Cover, Automatic (5), Misfire (1), Massive parts, Special Requirement (Kastelan Robot)
Ranged Heretic Weapons
Name Cost Damage Weight Properties
Heretic Combi Bolter - 1D12 Piercing - Range 120ft/480ft, Two-handed, Reloading, Ammunition Sickle mag/.75 cal Bolt, Rapidfire, Knockback (1), Misfire (1-3), Twinlinked
Reaper Chain Cannon - 1D8 Piercing - Range 120ft/480ft, Two-handed, Heavy, Massive Parts, Mounted, Reloading, Ammunition 300/.50 cal, Automatic (8), Misfire (1-2), AP
Ranged Ork Weapons
Name Cost Damage Weight Properties
Slugga - 1d12 Piercing - Range 60ft/240ft, One-handed, Reloading, Ammunition 12/.Small, Pistol, Knockback (1), Misfire (1-3)
Shoota - 1D12 Piercing - Range 120ft/480ft, Two-handed, Reloading, Ammunition 30/.Small, Assault, Knockback (1), Misfire (1-3)
Aeldari Weapons
Name Cost Damage Weight Properties
Sarukin Pistol - 1d10 Piercing - Range 60ft/240ft, One-handed, Reloading, Ammunition 12/.Small, Pistol, Misfire (1)
Flame Weapons
Name Cost Damage Weight Properties
Hand Flamer - 4d6 Fire - Ammunition\ 10 Charges = 1/2 gal Promethium, Extensive Action, one-handed, Pistol, Light, Engulf 15ft, Ignite
Flamer - 4d6 Fire - Ammunition\ 5 Charges = 1/2 gal Promethium, Extensive Action, Two-handed, Assault, Engulf 30ft, Ignite
Incinerator - 6d6 Fire - Ammunition\ 3 Charges = 1/2 gal Promethium, Extensive Action, Two-handed, Assault, Engulf 40ft, AP+, Ignite
Heavy Flamer - 8d6 Fire - Ammunition\ 1 Charges = 1 gal Promethium, Extensive Action, Two-handed, Heavy, Engulf (50ft) AP, Ignite, Massive Parts, Mounted
Incendine Combustor - 10d6 Fire - Ammunition\ 10 Charges = 00 gal Promethium, Extensive Action, Two-handed, Heavy, Engulf (50ft) AP, Ignite, Massive Parts, Mounted, Special Requirement (Kastelen Robot).
Melta Weapons
Name Cost Damage Weight Properties
Inferno Pistol - 4d8 Fire - Range 30ft, Ammunition 10/Melta cell, one-handed, Pistol, Melta, Extensive Action, AP++
Melta Gun - 4d8 Fire - Range 60ft, Ammunition 5/Melta cell, Assault, Two-handed, Melta, Extensive Action, AP++
Multi-melta - 6D8 Fire - Range 120ft, Ammunition 3/Melta core, Heavy, Two-handed, Melta, Extensive Action, AP++, Massive Parts, Mounted
Heavy Melta Rifle - 8D8 Fire - Range 120ft, Ammunition 2/Melta core, Heavy, Two-handed, Melta, Extensive Action, AP++, Special Requirement (Primaris, MKX Taticus)
Plasma Weapons
Name Cost Damage Weight Properties
Plasma Pistol - 1d12 Fire - Range 60ft/240ft, Reloading, Ammunition 30/plasma cell, Pistol, Supercharge, AP+, Misfire (1)
Plasma Cutter - 1d12 Fire - Range 60ft/240ft, Reloading, Ammunition 30/plasma cell, Pistol, Supercharge, AP+, Misfire (1), Servo harness
Plasmagun - 1D12 Fire - Range 120ft/480ft, Two-handed, Reloading, Ammunition 20/Plasma Cell, Rapidfire, Supercharge, AP+, Misfire (1)
Plasma cannon - 2D12 Fire - Range 180ft/720ft, Ammunition 3/Plasma core, Heavy, Blast 10ft, Deviation (1d8), Supercharge, AP+, Extensive Action, Misfire (1), Massive Parts, Mounted
Plasma Incinerator - 3d4 Fire - Range 150ft/600ft, Two-handed, Reloading, Ammunition 20/Plasma Cell, Rapidfire, Supercharge, AP++, Misfire (1), Special Requirement (Primaris MKX Taticus)
Assault Plasma Incinerator - 3d4 Fire - Range 120ft/480ft, Two-handed, Reloading, Ammunition 20/Plasma Cell, Assault, Supercharge, AP++, Misfire (1), Special Requirement (Primaris MKX Taticus)
Heavy Plasma Incinerator - 4d4 Fire - Range 180ft/720ft, Two-handed, Reloading, Ammunition 10/Plasma Cell, heavy, Massive Parts, Supercharge, AP++, Misfire (1), Special Requirement (Primaris, MKX Taticus)
Plasma Exterminator - 6d4 Fire - Range 90ft/360ft, Ammunition 10/Plasma core, Assault, Blast (10ft), Deviation (1d6), Supercharge, AP+, Extensive Action, Misfire (1), Special Requirement (MKX Gravis)
Grav Weapons
Name Cost Damage Weight Properties
Grav Pistol - 1d8 Bludgeoning - Range 60ft/240ft, One-handed, Reloading, Ammunition 30/Grav Pack, Pistol, Grav, Misfire (1),
Grav Gun - 1d8 Bludgeoning - Range 120ft/480ft, Two-handed, Reloading, Ammunition 30/Grav Pack, Rapidfire, Grav, Misfire (1)
Grav Cannon With amp - 1d10 Bludgeoning - Range 150ft/300ft, Two-handed, Reloading, Ammunition 30/Grav Pack, Heavy, Grav, Massive Parts, Mounted, Misfire (1), Special Requirement (Astartes)
Heavy Grav Cannon - 1d12 Bludgeoning - Range 150ft/300ft, Two-handed, Reloading, Ammunition 50/Grav Pack, Heavy, Grav, Massive parts, Mounted, Misfire (1), Special Requirement (Cult Mechanicus)
Other Heavy Weapons
Name Cost Damage Weight Properties
Rocket Launcher - see ammo - Range 240ft/960ft, Ammunition 1/Rocket, Reloading, Heavy, Extensive Action, Special Ammo, Deviation (1d6), massive parts,
Astartes Rocket Launcher - see ammo - Range 240ft/960ft, Ammunition 4/Rocket, Reloading, Heavy, Extensive Action, Special Ammo, Deviation (1d6), massive parts, Special Requirement (Astartes)
Mortar - see ammo - Range 240ft/960ft, Ammunition 1/mortar 81MM, Reloading, Heavy, Indirect, Deviation (1d8), Extensive Action, Massive Parts. Mounted
Assault Cannon - 1d8 Piercing - Range 120ft/480ft, Automatic (6), Ammunition 100/10MM, Reloading, Heavy, Misfire (1-2), AP, Massive Parts, Mounted
Whirlwind Missile Launcher - see ammo - Range 240ft/960ft, Reloading, Ammunition 20/Rocket, Heavy, Special Ammo, Deviation (1d6), massive parts (Short rest), Special Requirement (Terminator), Shoulder Mounted
Grenade Launcher
Name Cost Damage Weight Properties
Grenade Launcher - see ammo - Range 90ft/360ft, two-hannded Ammunition 6/40mm Grenade, Reloading, Assault, Special Ammo, Deviation (1d6),
Ripper gun - see ammo - Range 90ft/360ft, Ammunition 12/40mm Grenade, Two-handed, Reloading, Assault, Deviation (1d6), Intergrated Ogryn Knife, Special Requirement (Ogryn)
Grenadier Gauntlet - see ammo - Range 60ft/120ft, Ammunition 12/40mm Grenade, One-handed, Reloading, Assault, Intergrated Ram (1H, 1d12 Bludgeoning, AP,), Special Requirement (Ogryn)
Grenade / Thrown
Name Cost Damage Weight Properties
Standard Frag Grenade - 2D6 Bludgeoning 2D6 Piercing - Throw 40ft/80ft, Knockback (1), Blast (10ft), Deviation (1D6)
Standard Krak Grenade - 3D10 Piercing - Throw 40ft/80ft, AP, Burst
Pipe Bomb - 2D6 Bludgeoning 2D6 Piercing - Throw 40ft/80ft, Knockback (1), Blast (10ft), Deviation (1D6)
Small Homemade - 4D10 Bludgeoning - Throw 25ft/50ft, Knockback (2), Volatile, Blast (15ft), Deviation (1D6)
Large Homemade - 6D10 Bludgeoning - Throw 20ft/40ft, Knockback (2), Volatile, Blast (20ft), Deviation (1D8)
Small Demolitions Charge - 4D12 Bludgeoning - Throw 25ft/50ft, Knockback (3), Blast (20ft), Deviation (1D6), AP
Large Demolitions Charge - 6D12 Bludgeoning - Throw 20ft/40ft, Knockback (4), Blast (20ft), Deviation (1D8), AP
Promethium Bomb - 4d6 Fire - Throw 25ft/50ft, Blast (15ft), Ignight, Deviation (1D6)
Alcohol Bomb - 2d6 Fire - Throw 35ft/70ft, Blast (10ft), Ignight, Volatile, Deviation (1D6)
Vehicle only Weapons
Name Cost Damage Weight Properties
Predator Auto-Cannon - 3D12 Piercing - Range 240ft/960ft, Automatic (2), Ammunition 10/75MM, Special Requirement (Vehicle), Heavy, Knockback (2), Misfire (1), AP
Multi-laser - 3D8 Fire - Range 180ft/720ft, Automatic (3), Ammunition 15/energy, Special Requirement (Vehicle), Heavy, Misfire (1-2),
Battle cannon - 3d10 Bludgeoning 3d10 Piercing - Range 360ft/1440ft, Ammunition 1/105MM Shell, Special Requirement (Vehicle), Heavy, Misfire (1-2), blast (10ft), AP, Knockback (3), deviation (1d6)
Martial Weapons
Name Cost Damage Weight Properties
Combat Knife - 1d6 Slashing/Piercing - One-Hannded, light
Astartes Combat Knife - 1d8 Slashing/Piercing - One-Hannded, Special Requirement (Astartes)
Chain sword - 2d4 Slashing - One-Hannded,
Astartes Chain sword - 3d4 Slashing - One-Hannded, AP, Special Requirement (Astartes)
Chain Axe - 2d4 Slashing - One-Hannded, Versatile (3d4)
Astartes Chain Axe - 3d4 Slashing - One-Hannded, Versatile (4d4), AP, Special Requirement (Astartes)
Arch Maul - 1d4 bludgeoning 1d4 Lightning - One-Hannded, Versatile (1d6/1d6), Shorting
Taser Goad - 1d6 Lightning - One-Hannded, light, Stunning (2)
Neural Whip - 1D8 Psychic - One-Handed, Light, Reach, Power, AP
Shock Whip - 1d4 Slashing 1d4 Lightning - One-Hannded, light, Reach, Stunning (1)
Sledge Hammer - 2d6 bludgeoning - Two-Handed, Bulky
Power Weapons
Name Cost Damage Weight Properties
Power knife - 1d4 Slashing/Piercing - One handed, light, Power, AP
Astartes Power knife - 1d6 Slashing/Piercing - One handed, light, Power, AP, Special Requirement (Astartes)
Power Sword - 1d8 Slashing/Piercing - Versatile (1D10), Power, AP+
Astartes Power Sword - 1d10 Slashing/Piercing - Versatile (1D12), Power, AP+, Special Requirement (Astartes)
Power Ax - 1D8 Slashing/bludgeoning - Versatile (1d10), Power, AP
Astartes Power Ax - 1D10 Slashing/bludgeoning - Versatile (1d12), Power, AP, Special Requirement (Astartes)
Power Mace - 1D8 bludgeoning - Versatile (1d10), Power, AP
Power Maul - 3d6 bludgeoning - Two-Handed, Power, Large, Bulky AP
Power Lance - 1D10 Piercing - Versatile (1d12), Reach, Power, AP
Power Pick - 1d10 Piercing - Versatile (1D12), Power, AP, Special Requirement (Astartes)
Force Weapons
Name Cost Damage Weight Properties
Force Sword - 1d8 Slashing/Piercing - Versatile (1D10), Power, Force, Special Requirement (Psyker)
Astartes Force Sword - 1d10 Slashing/Piercing - Versatile (1D12), Power, Force, Special Requirement (Astartes, Psyker)
Force Ax - 1D8 Slashing/bludgeoning - Versatile (1d10), Power, Force, Special Requirement (Psyker)
Astartes Force Ax - 1D10 Slashing/bludgeoning - Versatile (1d12), Power, Force, Special Requirement (Astartes, Psyker)
Force Maul - 2d6 bludgeoning - Two-Handed, Power, Force, Bulky Special Requirement (Psyker)
Force Staff - 1D8 Piercing - Versatile (1d10), Force, Reach, Power, Special Requirement (Psyker)
Nemesis Force Halberd - 1D12 Slashing/Piercing - Two-handed, Bulky, Reach, Power, Force, Special Requirement (Grayknight, Ordo Malius)
Nemesis Daemon hammer - 2d8 bludgeoning - Versatile (2d6/2d6), Bulky, Large, Power, Force, AP, Special Requirement (Grayknight, Ordo Malius)
Special Melee Weapons
Name Cost Damage Weight Properties
Thunder hammer - 1D8 lightning 1d8 bludgeoning - Versatile (2d6/2d6), Bulky, Large, Power, AP, Stunning (3) Special Requirement (Astartes)
Human Power Fist - 2d6 Bludgeoning - One-handed, Large, Bulky, AP,
Astartes Power Fist - 2d8 Bludgeoning - One-handed, Large, Bulky, AP, Special Requirement (Astartes)
Human Lightning Claw - 1d4 slashing, 1d4 Lightning - One-handed, AP+
Astartes Power Fist - 1d6 Slashing, 1d6 Lightning - One-handed, Bulky, AP+, Special Requirement (Astartes)
Bullet storm Gauntlet - 2d8 Bludgeoning - One-handed, Large, Bulky, AP, MK X Gravis, Integrated bullet storm Pistol
Chain Fist - 4d4 bludgeoning/Slashing - One-handed, Large, Bulky, AP+, Special Requirement (Terminator)
Eviserator - 5D4 Slashing - Two-handed, Large, Bulky, AP+
Exicutioners Greatblade - 2d8 Slashing/Piercing - Two-handed, Power, Bulky, AP+
Lazer Scalpel - 1d12 Fire - 1H, Light, AP, Special Requirement (Apothecary)
Crozius Arcanum - 1D6 Thunder 1d6 bludgeoning - Versatile (2d4/2d4), Bulky, Power, AP, Stunning (3) Special Requirement (Chaplain)
Omnissian Axe - 2D8 Slashing/bludgeoning - Two-handed, Power, Bulky, AP, Special Requirement (Cult Mechanicus), Techmarine)
Ogryn Knife - 1d10 Slashing/Piercing - One-Hannded, Special Requirement (Ogryn)
Grenade Launcher rounds
Name Cost Damage Weight Properties
Frag Mk1 - 2D6 bludgeoning 2D6 Piercing - Blast 10ft
Krak Mk1 - 3D10 Piercing - AP, Burst
Frag MK2 - 3D6 bludgeoning 3D6 Piercing - Blast 10ft
Krak MK2 - 4D10 Piercing - AP+, Burst
Incendiary - 6D6 Fire - Blast (10ft), Ignite
Smoke - Special - Blast (10ft)
Mortar rounds
Name Cost Damage Weight Properties
Frag Mk1 - 3D6 bludgeoning 3D6 Piercing - Blast 20ft
Krak Mk1 - 4D10 Piercing - AP, Burst
Frag MK2 - 4D6 bludgeoning 4D6 Piercing - Blast 20ft
Krak MK2 - 5D10 Piercing - AP+, Burst
Incendiary - 8D6 Fire - Blast (20ft), Ignite
Smoke - Special - Blast (20ft)
Rocket/Missile Launcher rounds
Name Cost Damage Weight Properties
Frag Mk1 - 3D6 bludgeoning 3D6 Piercing - Blast 20ft,
Krak Mk1 - 4D10 Piercing - AP, Burst
Frag MK2 - 4D6 bludgeoning 4D6 Piercing - Blast 20ft
Krak MK2 - 5D10 Piercing - AP+, Burst

Special ammo Description

Smoke

Smoke is most often used for cover as ground troop are maneuvering but as some points tanks and vehicles may deploy smoke to temporally hide from enemy fires.

Effect: Disadvantage on perception (sight) checks and disadvantage on ranged attack made against targets in or being covered by the smoke, the cloud is an amount of feet high as the blast property, the cloud last for 4 rounds in little to no wind conditions, 3 rounds in light winds, 2 rounds in moderate winds, 1 round in heavy winds and 1D4 in gusty winds.

Auto, Stub and Bolter magazines

As well as the different types of ammunition available for the weapon, there have also been several different types of magazines. The standard magazine for the Bolter or autogun/stubgun is the Sickle Magazine. however you may work with your GM on how to upgrade to a different Mag type.

Sickle Magazine:

The standard-issue magazine, seen on most patterns. The magazine's shape is slightly curved to allow rounds to stack more neatly, thus taking up less space for a higher capacity magazine.

Effect: Carries 30 rounds 12 for Pistols.

Straight Magazine:

A straight version of the sickle magazine. Holds less ammunition (20 rounds in rifles and 6 for pistols), but is easier to load in more intense situations.

Effect: This Mag may be reloaded as a bonus action.

Drum Magazine (Rifle Only):

Drum magazines are a relatively rare sight in the 41st Millennium. This is due to their unreliability; drum magazines have an unfortunate tendency to jam. However, drums can carry 40, 60 or even 100 Rounds, negating the need to reload as often. Despite the frequent jamming, they still brook some favour with local Hive Gangs or planetary defense militia. They are also frequently seen on Storm Bolters or in brutal assaults, where running empty in a firefight can mean certain death.

Effect: You add a +1 to the Missfire of the weapon by one for each Drum size increase.

Belt Feed (No Pistols):

Some troops forgo using magazines at all, preferring to feed the bolts directly into the firing chamber using a linked belt. Because the belt is exposed to the elements, it is frequently clogged with dirt or dust. This can, like the Drum Mag, lead to jamming, and is rarely used within the Imperium, although it is very commonly used by the Chaos Space Marines and the servants of the Ruinous Powers sometimes use a box magazine to house their ammunition belts.

Effect: If this is done increase the missfire of the weapon by 2.

Note that Space Marine Heavy Bolters and some other weapons, have the ammunition belt protected by a tough, flexible feed chute so they are don't suffer penalties of this feed type.

Duplus X/ Dual Mag:

This type of magazine is quite popular amongst local planetary law enforcement or hive city gangs. It involves two standard Sickle Magazines which are attached together by some means, usually a band of cloth or tape (similar to the "ready-mags" of ancient Terra). This means when the weapon has to be reloaded, the user can simply flip the magazines around and insert the loaded magazine.

Effect: Every other reload with this Mag may be done as a Bonus action.

Special Issue Auto/Stub Rounds

Some special rounds may only be used in certian Auto/stub weapons, if this is the case it will be noted in the round description

Armor Piercing:

Just adds a Simple Adamatine Penetrator in the ballistic very common around the Imperiam, mostly used by mortals to overcome Power armor and similar targets

Effect: You treat the weapon as having an AP level of one greater then it dose, If there is no AP, it gains AP.

High Velocity AP:

like the AP round this round has the Adamantine Penetrator and in increases the Grain count of powder to dangerous levels, making this round very effective at penetrating Armor but a bit more prone to missfire, though not as common amongst the lower class of the Imperium this round is moderately common.

Effect: You treat the weapon as having an AP level of two greater then it dose, If there is no AP, it gains AP+ and you add 2 to the Missfire property of the weapon.

Thermo Reactive:

This round Reacts to air after being fired, turning the Adamantine penetrator into a Projectile of Molten slag making it very effective against Flesh

Effect: The damage is now Fire you treat the weapon as having an AP level of two greater then it dose, If there is no AP, it gains AP+. Furthermore you add 1d4 to the damage against biological or organic targets in light or no armor.

Cryo Reactive:

This round Reacts to air after being fired, turning the Adamantine penetrator into a Projectile of concentratev Nitrogin making it very effective metal target.

Effect: The damage is now does cold damage and you treat the weapon as having an AP level of two greater then it dose, If there is no AP, it gains AP+. Furthermore you add 1d4 to the damage against metal targets or targets in heavy Armor.

Electro Conductive:

This round Reacts to air after being fired, turning the Adamantine penetrator into a Projectile of focused Static electricity making it very effective constructs and vehicles.

Effect: The damage is now does Lightning damage. Furthermore against constructs and vehicles, the weapon gains the Stunning property and you treat the weapon as having an AP level of one greater then it dose, If there is no AP, it gains AP.

Enhanced:

Moderatly common amongst the Arbities and Gangers of hive cities=

Effect: Gain a + 2 to all damage rolls with these rounds.

Smart Round:

theres rounds are created by very high ranking members of the Mechanicus, these rounds will move slightly toward its target.

Effect: Gain a + 2 to all attack rolls with these rounds.

Special Issue Bolter rounds

Some special rounds may only be used in certian bolt weapons, if this is the case it will be noted in the round description

Hellfire Rounds:

Hellfire Rounds have devastating results on organic matter, as the rounds were developed to combat the Tyranids. The core and tip are replaced with a vial of mutagenic acid with thousands of needles that fire into the target upon the shattering of the vial, pumping the acid into the foe.

They were originally developed to be fired as single specialised rounds by a Heavy Bolter with an area of effect, but have also been downsized for standard calibre Bolters, where they function as direct-impact penetrators instead.

Effect: The damage is now acid and you treat the weapon as having an AP level of two greater then it dose, If there is no AP, it gains AP+.

Stalker Silenced Rounds (Stalker bolter only)

Stalker Silenced Shells are Bolter Rounds that possess low sound signatures, intended to be used for covert combat and sniping. These rounds are best used in conjunction with an M40 Targeting System and an extended barrel on a Stalker-pattern Bolter, to produce an effective sniping weapon system.

A solidified mercury slug replaces the mass-reactive warhead for lethality at subsonic projectile speeds. A gas cartridge also replaces both the propellant base and main charge for silent firing.

Effect: Enemies cant here this weapon outside 100ft and they have disadvantage on perception rolls to hear the weapon being fired.

Inferno Bolt Rounds

Inferno Bolts are designed to immolate their targets and destroy them with superheated chemical fire. The dense core of the standard bolt is replaced with an oxy-phosphorous gel, derived from promethium.

It should be noted that despite having the same name, Imperial Inferno Bolt rounds are unrelated to the Inferno Bolts used by the Chaos Space Marines of the Thousand Sons Traitor Legion, which are actually psychically-bound slugs that release arcane energies upon impact. These energies react explosively with a living target, but not against psychic Blanks or inanimate objects.

Effect: The damage is now Fire. Against biological or organic targets in light or no armor you treat the weapon as having an AP level of one greater then it dose, If there is no AP, it gains AP and it gains +1d4 damage.

Ulysses Bolts

Ulysses Bolts are bolts which contain a tracking device. Fired into large objects, this type of bolt will accurately report the target's relative position to a hand-held tracking device.

Effect: You know the location of the creature as long as your on the same planet and there is no signal jam.

Metal Storm Frag Rounds

Metal Storm Frag Rounds are best used against multiple lightly-armoured targets. They detonate before impact and spray shrapnel, shredding their victims.

A proximity detonator replaces the mass-reactive cap, and the diamantine tip and dense metallic core are replaced with an increased charge and fragmentation casing. They are similar to flak rounds and are used against large clusters of enemies.

Effect: Your rounds now have the Burst weapon property.

Kraken Pattern Penetrator Rounds.

Kraken Penetrator Rounds are powerful armour-piercing rounds. The dense metallic core is replaced by a solid adamantium core and uses a heavier main charge.

Upon impact, the outer casing peels away and the high velocity adamantium needle accelerates into the victim, where the larger detonator propels shards of super hardened metal further into the wound. These rounds are effective against heavily-armoured infantry and lightly-armoured vehicles. The main charge is increased to enable a larger explosion. The standard dense metallic core is replaced by a core of pure adamantium to optimise the penetration of reinforced armour.

Effect: You treat the weapon as having an AP level of one greater then it dose, If there is no AP, it gains AP.

Psybolts

Psybolts are used by the Inquisition, primarily the Ordo Malleus and the daemon-hunting Space Marines of the Grey Knights.

Psybolts are psychically-charged, ritually-inscribed silver-tipped bolts fired by the weapon known as a Psycannon. The negative psychic charge and anti-daemonic ritual inscription on every Psycannon bolt allows them to pass through any defensive shielding, whether it is created by direct psychic energies or generated by manipulation of the Warp, technology employed by Void Shields or Conversion Fields.

Bolt Pistols and standard Bolters can also fire down-sized versions of the Psycannon's ammunition. These psybolts are less effective than the standard Psycannon's bolts, but more powerful than the same-sized bolts of a non-psychically charged weapon.

When fired, each bolt can be imbued with a portion of a Grey Knight's innate psychic power, causing it to glow with an eerie blue light and strike home with significantly greater force than an ordinary bolt of its type.

Psybolts are difficult to produce and incredibly wearing on a Bolter's inner mechanisms.

But psybolts provide the Grey Knights with a relatively straightforward method of enhancing the power of standard pattern weaponry without resorting to the need to extensively retrofit the weapon itself.

Effect: Gain +1 damage die on attacks against Psykers with theses bolts, if they are fired form a condemner boltgun or Psy cannon you double the damage dice against Psykers instead.

Banestrike Bolt Rounds

These mysterious variant bolt shells, believed to have been designed in secret within the armouries of the Alpha Legion long before the outbreak of the Horus Heresy, had it seems a sole purpose; to breach the Ceramite Power Armour of Space Marines.

Used openly for the first time at the Drop Site Massacre on Istvaan V in 006.M31, their dense explosive cores and firing stresses reduced their range and swiftly degraded the firing weapon, but their effect against the betrayed Loyalist Legions were devastating.

Fortunately for the Loyalists, supplies of these difficult to manufacture munitions were limited, and only the Alpha Legion and the Sons of Horus were able to field them in substantial numbers beyond that incident of brutal treachery during the Heresy. These shells were primarily utilised by the Legion Seeker Squads of the Alpha Legion or the Reaver Attack Squads of the Sons of Horus.

Effect: You treat the weapon as having an AP level of two greater then it dose, If there is no AP it gains AP+ and add 2 to the misfire chance of the weapon.

Bloodshard Bolt Rounds

Bloodshard Shells are large, bolt-shaped shells intended to be fired only by the Angelus Pattern Bolter used by the Sanguinary Guard of the Blood Angels Chapter and their Successor Chapters. Each Bloodshard contains a payload of razor-filament that can shred most known forms of armour upon impact.

Effect: You treat the weapon as having an AP level of one greater then it dose, If there is no AP, it gains AP.

Dragonfire Bolt Rounds

Dragonfire Bolts are hollow-shelled bolts used by Sternguard Veterans that unleash a gout of superheated, volatile gas that explodes moments later.

The use of Dragonfire Bolts can eliminate the value of cover for enemy troops as any targets struck receive full damage even when partially protected by cover.

Effect: If your target has cover you ignore it and the damage is now Fire and gain the Ignite Property.

Scorpius Bolts

During the Great Crusade and Horus Heresy eras of the late 30th and early 31st Millennia, Scorpius Bolts were individually hand-crafted by the Techmarines of a Space Marine Legion's armoury.

These specialised shells utilised a two-stage warhead which contained a micro-guidance system and a needle-like sabot dart which vaporised when striking an armoured target, providing enhanced armour penetration effects.

Scorpius Bolts were rare and temperamental munitions which were hand loaded into a Bolter for firing.

Effect: You treat the weapon as having an AP level of two greater then it dose, If there is no AP, it gains AP+, + 1d4 damage and add 4 to the missfire chance of the weapon.

Seeker Bolts

Seeker Bolts are unique, hand-crafted rounds created by Chaplain Boreas of the Dark Angels Chapter. Each bolt contains a miniaturised Cogitator that detects the infrared heat signature of a target and then steers the bolt unerringly towards it.

Effaect: Gain a +2 to attack rolls made with this round

Shrapnel Bolts

Shrapnel Bolts were modified Heavy Bolter rounds utilised exclusively by the Iron Warriors Legion during the Great Crusade and Horus Heresy eras. This speciality ammunition was utilised as a potent anti-personnel weapon and is believed to be the precursor to the Metal Storm Frag Rounds (see above) developed in later millennia.

The mass-reactive cap and diamantine tip of Shrapnel Bolts are replaced with a blunt percussive trigger plate, and the dense metallic core is substituted with an additional explosive flechette cluster. The trigger plate in the tip caused the bolt to explode on impact, spraying the target and nearby area with a directed blast of shrapnel from the flechette cluster.

This ammunition was available as an option for all units in the Iron Warriors Legion equipped with Heavy Bolters, twin-linked Heavy Bolters or Quad Heavy Bolters.

Effect: Your rounds now have the burst weapon property and You treat the weapon as having an AP level of one greater then it dose, If there is no AP, it gains AP.

Tempest Bolts

Tempest Bolts replace the standard mass-reactive core and armour-piercing tip of a bolt round with a fragmentation shell encasing a powerful micro-explosive proximity charge. This has the effect of showering a target with a murderous storm of shrapnel.

These heavier rounds, however, lack range compared to standard bolt shells. Produced only on Mars, Tempest Bolts were designed to be particularly effective at incapacitating machines and other electronic devices.

Such bolts are highly effective against targets like combat robots and cyborgs whose bodies are now more machine than organic tissue.

Effect: Your rounds now have the burst weapon property and deals Lightning damage. Furthermore against constructs and vehicles, the weapon gains the Stunning property and you treat the weapon as having an AP level of one greater then it dose, If there is no AP, it gains AP.

Vengeance Rounds

Vengeance Round bolts were created using unstable flux core technology that makes them hazardous to use but extremely potent at penetrating through heavily armoured targets. As their name implies, these bolts were developed by the Imperium specifically to target the Chaos Space Marines of the Traitor Legions.

They are equivalent to the ancient Banestrike rounds developed and utilised by the Alpha Legion against the Loyalist Legions during the Drop Site Massacre on Istvaan V.

Effect: You treat the weapon as having an AP level of two greater then it dose, If there is no AP, it gains AP+, +2 damage and add 3 to the misfire chance of the weapon.

Antiphasic Shells

Utilised by Deathwatch Kill-teams, these precious rounds were developed using an unknown technology to help prevent Necrons from "phasing out" and returning to their Tomb complexes. In this way Imperial forces can ensure that even their undying foes stay dead.

Effect: Necrons hit by this may not Phase for 1d4 rounds.

Stable Flux-Core Bolts

In 992.M41, an ancient datacache was unearthed upon the jungle planet of Johan's Eden. The Adeptus Mechanicus descended upon the world, only to find the planet's modest populace slain by Necron Canoptek constructs.

Several Mechanicus war congregations launched a simultaneous attack. Eight standard years of war followed before the Cult Mechanicus recovered the datacache. Three intact STC designs were recovered as a result, one for self-heating cookpots, one for parchment autoquills, and one for stable flux-core bolt rounds that can melt ceramite as if it were wax just like Vengeance Rounds, but without the danger implicit in their use.

Effect: You treat the weapon as having an AP level of two greater then it dose, If there is no AP, it gains AP+.

Implosion Rounds

The result of early experiments with alternative krak technology, an implosion shell replaces its explosive core with an infinitesimally small amount of antimatter; this creates a violently decompressing vacuum when exposed to matter.

Like the standard bolt shell, these rounds activate via their mass-reactive core, meaning they embed partially in their target before the implosion takes effect. The round's force is therefore not directed at cracking open armour, but to collapsing the unfortunate victim's body from the inside out -- enough to debilitate even a Space Marine.

Effect: You treat the weapon as having an AP level of one greater then it dose, If there is no AP, it gains AP and add one damage die to the attack.

Witch Bolts

Based on a Black Templars design, these bolts release a small core of neuro-inhibitors laced with Warp-reductive compounds that disrupt a creature's connection to the Warp and can prove to be a potent weapon against psychic opponents.

Effect: Any creature hit By this round has disadvantage on all Warp skill test made until the end of its next turn.

Hyperfrag Rounds (Bolt Sniper Rifle)

Hyperfrag rounds are used only in the Bolt Sniper Rifle used by Eliminator Squads. Hyperfrag rounds detonate in a shower of shrapnel, sending out a cloud of lacerating shards that devastates closely-packed infantry.

Effect: You treat the weapon as having an AP level of one greater then it dose, If there is no AP, it gains AP. Furthermore they have the Burst property and if your target has cover ignore it.

Executioner Rounds (Bolt Sniper Rifle)

Executioner rounds are used only in Bolt Sniper Rifle used by Eliminator Squads.

Executioner rounds are sophisticated self-guiding missiles slaved to a miniaturised cogitator that can seek their target behind cover, even changing direction mid-flight with tiny bursts of ballistic propellant.

Effect: You have advantage on attack with theses rounds and You treat the weapon as having an AP level of two greater then it dose, If there is no AP, it gains AP+. Furthermore if your target has cover ignore it.

Mortis Bolts (Bolt Sniper Rifle)

Mortis bolts are used only in the Bolt Sniper Rifle used by Eliminator Squads. Mortis bolts spew self-replicating mutagenic toxins into the flesh of the target, causing the rapid and complete collapse of all vital biological systems while making for a horrifying spectacle in the bargain.

Effect: The weapon deals Poison damage and the damage dealt also becomes a con save or the target becomes Poisoned for 1 min testing at the end of each turn to end the effect and You treat the weapon as having an AP level of one greater then it dose, If there is no AP, it gains AP

Witchseeker Bolts

With the metal casings forged from the blades of fallen Battle-Brothers and blessed by the devout priests of the Adeptus Ministorum, these bolt rounds used as relics by the Black Templars Chapter have an unerring talent for finding their way to the heart of the witch.

Effect: You automatically hit any psyker with these rounds

Armor and Protective gear

Armor Variant rule

Any time a creature that is wearing armor make a test or save that involves Dexterity, that character may only add an amount of there Dexterity bonus to that save or test, equal to the maximum allowed dexterity the worn armor provides regardless of your actual dexterity bonus.

Some armors may have ways to quickly get your dexterity back in limited manor, IE. taking your gauntlets off to allow you to use you fingers in a thieves tools check, talk with you DM on what these may be.

Note: On roll20 the easiest way i have found to represent this is to multiply your allowed Max dex in your current worn armor by 2 and then reduce your Dexterity ability by that amount using the Global ability score modifiers in the settings of the Character sheet and then remember to add the benefits of you dex when making attack macros.

Armor save

Due to the way armor works with 5E, An Alternative to the Dex save a target must make to reduce damage taken, they may choose to make an Armor save roll instead of a dex save. To do this roll a d20 add a number to the dice equal to the amount of AC increase your worn armor gives you before dexterity is added -10. for example someone wearing Scale mail which is a 14 armor, so in this case you may add +4 on an armor save or use your normal Dex save.

Armor
Armor Cost AC Strength Stealth Properties Weight
Light
Leathers - 11 + Dex Str 9 - - 10Lbs
Reinforced/ Studded Leathers - 12 + Dex Str 11 - Resistance to Slashing 15Lbs
Carapace/hide - 12 + 3 12 Disadvantage Resistance to Slashing and Piercing 20Lbs
Light Combat - 13 (max 3) 12 - Resistance to Slashing and Piercing 25Lbs
Midium
Flack - 14 + Dex (max 3) Str 12 - Resistance to Slashing and Piercing 35Lbs
Combat - 15 + Dex (max + 2) Str 13 Disadvantage Resistance to Slashing, Piercing And Bludgeoning 45Lbs
Space Marine Scout - 16 + Dex (max + 4) Str 14 - Resistance to Slashing, Piercing and Bludgeoning Special Requirement (Astartes)
Heavy
Heavy Combat - 17 Str 16 Disadvantage Resistance to Slashing, Piercing And Bludgeoning, -5ft movement 65Lbs
Plate (Advanced Alloy) - 18 Str 17 Disadvantage Resistance to Slashing, Piercing And Bludgeoning, -10ft movement 95Lbs
Plate (Ceramite) - 18 Str 16 Disadvantage Immunity to Slashing, Piercing, Bludgeoning and Fire Resistance to Acid, Fire, Lightning, Poison and Cold, -5ft Movement 75LBS
Sheild
Buckler (Alloy) - +1 - - - 6Lbs
Sheild (Organic) - +1 - - Add shield bonus to Dex saves against AOE,s like Engulf and blast 6Lbs
Sheild (Organic with Alloy Reinforcements) - +2 Str 10 - Add shield bonus to Dex saves against AOE,s like Engulf and blast, 8Lbs
Tower Sheild (Organic with Alloy Reinforcements) 20Lbs +3 Str 13 Disadvantage - 5ft movement, Add shield bonus to Dex saves against AOE,s like Engulf and blast 20Lbs
Buckler (Ceramite) - +1 Str 13 - - 4Lbs
Storm Sheild - +2 Str 14 - Add shield bonus to Dex saves against AOE,s like Engulf and blast, Storm Shield Energy Field, Special Requirement (Astartes) 25Lbs
Astartes Phalanix Sheild (Cerimite) 35Lbs +3 Str 15 Disadvantage - 5ft movement, Add shield bonus to Dex saves against AOE,s like Engulf and blast, Storm Shield Energy Field, Special Requirement (Astartes) -
Combat Shield - +2 Str 16 - Integrated Bolt pistol, Add shield bonus to Dex saves against AOE,s like Engulf and blast, Special Requirement (Astartes) 18Lbs
Brute Shield - +3 Str 15 Disadvantage - 10ft movement, Add shield bonus to Dex saves against AOE,s like Engulf and blast, Special Requirement (Ogryn) 35Lbs
Power armor
Armor Cost AC Stealth Properties Ability Enhancements Weight
Crusader (MK II) - 17 + Dex modifier (max 1) Disadvantage Resistance to Slashing, Bludgeoning, Piercing and Fire, Special Requirement (Astartes) +2 Str 650lbs
Knight/Iron class (MK III) - 17 + Dex modifier (max 2) Disadvantage Resistance to Slashing, Piercing, Bludgeoning, Acid, Fire, Lightning, Poison, Thunder and Cold, Special Requirement (Astartes) +4 Str, 850lbs
Maximus (MK IV) - 17 + Dex modifier (max 2) Disadvantage Resistance to Slashing, Piercing, Bludgeoning, Acid, Fire, Lightning, and Cold, Special Requirement (Astartes) +4 Str, 950lbs
Heresy (MK V) - 18 + Dex modifier (max 2) Disadvantage Immunity to Slashing, Piercing, Bludgeoning, Fire and Thunder Resistance to Acid, Lightning, Poison and Cold, Special Requirement (Astartes) +4 Str, 950lbs
Mortal Class - 17 Disadvantage Resistance to Slashing, Piercing, Bludgeoning, Acid, Fire, Lightning, Poison, Thunder and Cold, Special Requirement (Human) +2 STR, +5ft movement 650lbs
Artificer Mortal Class - 18 Disadvantage Immunity to Slashing, Piercing, Bludgeoning and Thunder Resistance to Acid, Fire, Lightning, Poison and Cold, Special Requirement (Human) +4 STR, +10ft movement 725lbs
Adepta Sororitas - 17 - Resistance to Slashing, Piercing, Bludgeoning, Acid, Fire, Lightning, Poison, Thunder and Cold, Gain advantage on saves against Psychic Powers, Special Requirement (Adepta Sororitas) +2 STR, +5ft movement, + 2 AC against Deamons, Chaos and Heretics, 550lbs
Vratine Armour - 17 - Resistance to Slashing, Piercing, Bludgeoning, Acid, Fire, Lightning, Poison, Thunder and Cold, Sister of Special Requirement (Sister of silence) +2 STR, +5ft movement, +5ft to Anti magic Field 550lbs
Aegis - 18 + Dex modifier (max 2) Disadvantage Immunity to Slashing, Piercing, Bludgeoning and Thunder Resistance to Acid, Fire, Lightning, Poison, cold and Psychic, Integrated Bolt pistol (Wrist), Gain advantage on saves against Psychic Powers, Special Requirement (Gray Knight) +4 Str, -lbs
Aquila (MK VII) - 18 + Dex modifier (max 2) Disadvantage Immunity to Slashing, Piercing, Bludgeoning and Thunder Resistance to Acid, Fire, Lightning, Poison and Cold +4 Str, 950lbs
Errant (MK VIII) - 17 + Dex modifier (max 3) Disadvantage Immunity to Slashing, Piercing, Bludgeoning and Thunder Resistance to Acid, Fire, Lightning, Poison and Cold +4 Str, 1050lbs
Artificer - 18 + Dex modifier (max 3) Disadvantage Immunity to Slashing, Piercing, Bludgeoning and Thunder Resistance to Acid, Fire, Lightning, Poison and Cold, Special Requirement (Astartes) +4 Str, 1100lbs
Mark X
Armor Cost AC Stealth Properties Ability Enhancements Weight
MK X (Tacticus) - 18 + Dex modifier (max 2) Disadvantage Immunity to Slashing, Piercing, Bludgeoning and Thunder Resistance to Acid, Fire, Lightning, Poison and Cold, Special Requirement (Primaris) +4 Str, +2 con 1150lbs
MK X (Gravis) - 21 Disadvantage Immunity to Slashing, Piercing, Bludgeoning and Thunder Resistance to Acid, Fire, Lightning, Poison and Cold, Damage Reduction (3), Special Requirement (Crux Terminatus, Primaris) +4 Str, +2 Con -10ft Movement 1600lbs
MK X (Phobos) - 17 + Dex modifier - Resistance to Slashing, Piercing, Bludgeoning, Acid, Fire, Lightning, Poison, Thunder and Cold, Special Requirement (Primaris) +2 Str, +2 con 850lbs
MK X (Omnis) - 18 + Dex modifier (Max 2) Disadvantage Immunity to Slashing, Piercing, Bludgeoning and Thunder Resistance to Acid, Fire, Lightning, Poison and Cold, Special Requirement (Primaris) +4 Str, +2 Con Integrated Jump pack 1100lbs
Tactical Dreadnought Armour
Armor Cost AC Stealth Properties Ability Enhancements Weight
Indomitus Pattern - 19 Disadvantage Immunity to Slashing, Piercing, Bludgeoning, Acid, Fire, Lightning, Poison, Thunder and Cold, Astartes, Integrated Power fist/chain fist and Conversion Field, Special Requirement (Crux Terminatus) +4 Str -5ft Movement and Level x2 Temporary HP per long rest, Disadvantage on Dex saves 1450lbs
Cataphractii - 20 Disadvantage Immunity to Slashing, Piercing, Bludgeoning, Acid, Fire, Lightning, Poison, Thunder and Cold, Damage Reduction (3), Astartes, Integrated Power fist/chain fist and Refractor Field, Special Requirement (Crux Terminatus) +8 Str, -10ft Movement and Level x2 Temporary HP per long rest, Disadvantage on Dex saves 1550lbs
Tartaros Pattern - 20 Disadvantage Immunity to Slashing, Piercing, Bludgeoning, Acid, Fire, Lightning, Poison, Thunder and Cold, Damage Reduction (3), Astartes, Integrated Power fist/chain fist and Conversion Field, Special Requirement (Crux Terminatus) +4 Str, and Level x2 Temporary HP per long rest, 1600lbs
Aegis Pattern - 19 Disadvantage Immunity to Slashing, Piercing, Bludgeoning, Acid, Fire, Lightning, Poison, Thunder Cold and Psychic, Astartes, Integrated Power fist/chain fist and Conversion Field, Gain advantage on saves against Psychic Powers, only +4 Str -5ft Movement and Level x2 Temporary HP per long rest, Disadvantage on Dex saves, Special Requirement (Crux Terminatus, Gray Knight) 1450lbs

Power/Tactical Dreadnought Armour Utilities

All power and Terminator armor has the following benefits

  • Ceramite Plating: Benefits shown on chart

  • Enhanced Strength: Benefits show on Chart

  • Auto-senses: The Space Marine gains the Dark Vision Trait +30ft and low light +30ft, and + 2 to perception checks for Sight and Sound. Input filtering provides immunity to Thunder damage and the defended and Blinded condition unless caused by a source with AP+ or better. Note that these benefits only apply whilst the Space Marine is wearing his helmet, and the benefits from the Auto-senses stack with the benefits of the Space Marine’s Lyman’s Ear and Occulobe implants (meaning that Space Marines have a +2 and advantage on Sound-based perception checks).

  • Auto-Targeters: The Space Marine gains a +1to ranged weapon attacks or +1 to DC of ranged weapons that use a DC, and they gain advantage on checks made to determine a threat level of a target within 100ft. Note that these benefits only apply whilst the Space Marine is wearing his helmet.

  • Osmotic Gill Life Sustainer: With the helmet on, the armor is environmentally sealed and can maintain an adequate oxygen supply as long as the unit is powered. you gain water breathing and Immunity to Poison damage and to disesase and the poison condition unless Caused by a source with AP+ or better

  • Bio-monitor and Injectors: If the internal cogitator detects a problem with the wearer’s bio-signs, it can administer pain suppressors, combat stims, and anti-toxins. This provides the following benefits:

• + 5 to all checks made to resisting the effects of the poison effects.

• The pain suppressor reservoir has a total of 5 doses, each of which can be used to ignore one critical hit made against you, the attack will still hit but not count as a critical hit. A 12 hour Maintenance ritual must be done by a techpriest, or techmarine to regain the uses or this feature.

• If the wearer is Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it.

• Gain the effects of a Slate Monitron in the uncommon gear section of this book.

  • Vox Link: Serves as a Communicator with a Vox Bead and Caster. Theres also a channel for any more sophisticated data transmissions the suit or its wearer can access, The bio-monitor feed also transmits through this link, permitting a squad to view each others’ vitals giving you the benefits of the Slate Monitron at distance.

  • Magnetized Boot Soles: Can be activated as a bonus action, if this is done you may not be Knocked Prone, lifted off or pushed on a metal surface When active reduce the character’s movement by 10ft, but allows him to move normally when in low or zero-gravity areas, provided there is a suitable metallic surface to walk upon.

  • Nutrient Recycling: Filters in the armour capture and purify body waste, re-constituting it into a nutrient solution that is intravenously returned to the body. This can sustain a Battle Brother for long periods of time, but not indefinitely. For every two weeks that no other source of nutrition is ingested, make a con save DC 15 or suffer one level of Exhaustion until a nutrition is consumed. The Difficulty of this test increases by 5 for every two weeks that passes without food or Preomnor-derived sustenance.

  • Recoil Suppression: Provides the ability to fire Non heavy weapons with one-handed. if this is done attacks are made at -5, Ranged weapons not classed as Pistols may not be used in Close Combat. Furthermore you may Ignore the Effects of the Mounted weapon Property

  • No Manual Dexterity: While protective, armoured gloves are not ideal for fine manipulation, you have the following negatives while in power armor.

• Ranged weapons other than those of Astartes design are too small for an armoured Battle-Brother to wield at all.

• Suffer a -10 penalty on slight of hand and dexterity based skill tests that rely on fine menipulation of you fingers. Similarly, stub and auto weapons are too small for an armoured Battle-Brother to wield at all.

• Assuming power armour is a sacred ritual, honouring the machine spirit’s history of valiant deeds and praying for its boons in the battles to come. It takes 20 minutes to remove or don power armour un-aided, but never less than 5 minutes no matter the amount of assistance as the proper rites must be observed.

Force Field Generators

Iron halo / Sigil of corruption (SM/CSM Only)

The Iron Halo is a revered part of the Armoury of the Chapters of the Adeptus Astartes and is also a common Astartes award for valour.

The Iron Halo is a halo-shaped ring that is positioned above the head of the wielder, usually mounted on the backpack of Space Marine power armour but sometimes mounted in the gorget.

The Iron Halo is a prestigious honour that is granted only to the most exceptional of the Astartes within a Space Marine Chapter as a reward for uncommon initiative and valour. It is most often worn by the Chapter's captains and Chapter Master, though Veteran Astartes and sergeants can also earn the right to add it to their armour in certain circumstances.

The Iron Halo appears to share the same basic technological mechanisms as the Space Marine Chaplain's Rosarius, as they both produce a protective effect using gravitic and now poorly-understood Conversion Field technology.

The Iron Halo emits a very strong Conversion Field around its wearer, which makes his armour even harder to pierce with enemy ranged and melee weapons.

In addition it also provides its user with immense resilience to even the most potent weapons such as Lascannons and missiles of all varieties.

The energy shield the Halo generates stands a good chance of deflecting many deadly projectiles that would slay even an unprotected Space Marine with ease.

A Sigil of Corruption is essentially a Chaos space marines Iron halo that has been Destorted ant twisted to represent the Dark gods.

Effect: This item has 5 Charges. 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 4+ you ignore that attack. this may also be used to to ignore an attack from a Blast, engulf, 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 normal and you still use a charge of this item. You regain all charges of this after completing a short rest.

Storm Shield Energy Field

The Storm Shield is equipped with an internal gravitic energy field generator which renders all but the most powerful blows completely ineffective. The shield provides protection against both melee and ranged attacks and it is able to withstand an assault from even heavy weaponry like a Lascannon or a direct hit from an artillery piece. When the generator is activated, the shield shimmers with blue energy and when struck it emits crackling lightning, which gives the Storm Shield its name. While Storm Shields are most commonly used by Space Marine Terminators, there are also many Daemonhunters and other members of the Inquisition who use them. The


most common variant of the Storm Shield is forged to look like the Astartes' Crux Terminatus and is wielded by Vanguard and Terminator Veterans who intend to engage primarily in melee combat. It is often paired with a Thunder Hammer.

Effect: This item has 3 Charges. 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 3+ you ignore that attack. this may also be used to to ignore an attack from a Blast, engulf, 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 normal and you still use a charge of this item. You regain all charges of this after completing a Short rest.

Furthermore you gain Immunity to SLashing, Piercing and Bludgeoning damage and Resistance to Acid, Fire, Cold and Lightning, If the shield still has at least one charge left.

Conversion Field

A Conversion Field is a moderately powerful energy shield that surrounds the user who wears a Conversion Field emitter as a form of personal protection.

The field's effect is to convert the kinetic energy of an impact into harmless light. When the field stops a shot, a blinding flash of light is produced as the energetic conversion occurs.

The Conversion Field is normally used by important members of the Inquisition, Ecclesiarchy, Administratum or powerful Astra Militarum general officers as a last line of protection, particularly against assassination.

Effect: This item has 5 Charges. 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 5+ you ignore that attack. this may also be used to to ignore an attack from a Blast, engulf, 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 normal and you still use a charge of this item. You regain all charges of this after completing a long rest.

Furthermore you gain Resistance to SLashing, Piercing and Bludgeoning damage, If the shield still has at least one charge left.

Refractor Field

A Refractor Field is a small Imperial shield emitter that can generate a personal protective force field around an individual.

Considered essential by many lesser Tech-priests of the Adeptus Mechanicus, the Refractor Field distorts the image of the wearer with a shimmering cloak of protective energy.

Incoming attacks that strike the field will be refracted into multispectral electromagnetic bursts that dissipate harmlessly.

The field, although less reliable than that generated by a Rosarius, can stop even the most powerful directed energy attacks, such as Lascannon and Plasma Gun fire.

While most often found among the Priesthood of Mars and their servants, Refractor Field emitters can also be found in the possession of high-ranking Astra Militarum officers, lucky Enginseers, and even select members and elite units of the Adeptus Astartes.

Effect: This item has 5 Charges. 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 4+ you ignore that attack. this may also be used to to ignore an attack from a Blast, engulf, 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 normal and you still use a charge of this item. You regain all charges of this after completing a short rest.

Furthermore you gain Immunity to SLashing, Piercing and Bludgeoning damage and Resistance to Acid, Fire, Cold and Lightning, If the shield still has at least one charge left.

Displacer Field (Inquisition)

A Displacer Field is a teleportation device used as a form of personal defence by important Imperial agents such as Inquisitors and their chosen Acolytes. Unlike other forms of personal protection, a Displacer Field emitter is something of an unreliable technology, since it relies on the manipulation of the Warp for its function.

When an individual wearing a Displacer Field emitter is struck by a blow from a melee weapon or fire from a ranged weapon that carries sufficient force, the Displacer Field will activate and teleport the user through the Warp to another position in the local realspace that is out of harm's way.

However, the use of this device carries several risks. All teleportation technology is inherently dangerous, since it moves an individual through the Warp. Even the brief exposure of a few solar milliseconds can be dangerous if the local Warp is infested by daemons or other dangerous denizens of the Empyrean.

Second, for the Displacer Field to function properly, it must be set to automatically teleport its user, and that user will not be able to control the moment of teleportation or exactly where the device will teleport him or her.

Finally, the user will return to realspace moving at the exact same speed and in the same direction with the same momentum as when the field was activated. Depending upon where the user ends up, this can be extremely dangerous in itself.

Effect: This item has 5 Charges, as a reaction to being hit by an attack you may move your Character 1D12 x 5ft in a random direction (roll scatter die). If you should end in a wall you stop before though you may move on the other side of a wall in another room for instance. if you choose to use this feature you mast make a warp skill test DC 20 if you pass nothing happens if you fail you roll on the perils in the warp table, if you roll a natural 1 you roll twice on the perils chart, If you roll a natural 20 you do not used a charge of this feature. You regain all charges of this after you preform a long rest

Rosarius

A Rosarius is a sacred symbol of office for the clerical members of the Adeptus Ministorum and is also a symbol of office for the Chaplains of the Space Marines alongside the Crozius. It is worn around the neck or waist on a sash, a cord, or a string of prayer beads.

A Rosarius normally takes the form of a gorget, amulet, or signet ring of adamantium usually shaped into the form of the Imperial Aquila or a Gothic Cross with a jewel in the centre.

It houses a powerful protective Conversion Field emitter, protecting the Ministorum Priest or the Space Marine Chaplain from attacks both physical and psychic that might otherwise break through the protection of even the mighty Space Marine power armour or the indomitable strength of his own will.

The field's effect is to convert the kinetic energy of an impact into harmless photons of the visible light spectrum. When the field stops a shot, a blinding flash of light is produced as the energetic conversion occurs. The field is capable of rendering even Plasma Gun shots harmless.

A Rosarius does not give off the same glow as a Refraction Field. However, they do convert some of the energy they observe into visible light, causing them to flash and spark when they are hit. Space Marine Chaplains are always granted a Rosarius upon attaining that rank within their Chapter

he most noted bearers of Rosarii are Space Marine Chaplains who receive them from the Ecclesiarchy as a symbol of the link they share in devotion to the Emperor of Mankind. Ecclesiarchy Confessors and Missionaries also wear a Rosarius.

Inquisitors sometimes carry Rosarius as well, although this is probably out of practical concerns to show their faith in the Emperor and to other Imperial Cult believers rather than as a show of allegiance to the Ecclesiarchy.

Also, a large number of the Sisters of Battle carry a Rosarius due to the strong affiliation between the Adepta Sororitas' Orders Militant and the Adeptus Ministorum.

The Wolf Priests of the Space Wolves Chapter, who combine the roles of Chaplain and Apothecary in that non-standard Chapter's organisation, are equipped with Wolf Amulets, which confer many of the same benefits as the Rosarius.

The Rosarius is often referred to in the Ecclesiarchy's sacred texts as the "Soul's Armour." Many of the Ecclesiarchy's Missionaries and the Space Marines' Chaplains have been saved from death or corruption by the Rosarius' Conversion Field.

Effect: This item has 5 Charges. 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 4+ you ignore that attack. this may also be used to to ignore an attack from a Blast, engulf, 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 normal and you still use a charge of this item. You regain all charges of this after completing a Short rest.

Furthermore you gain Immunity to SLashing, Piercing and Bludgeoning damage and Resistance to Acid, Fire, Cold and Lightning, If the shield still has at least one charge left.

Gear

Servo-Skulls

A Servo-skull is a drone-like robotic device that appears to be a human skull outfitted with electronic or cybernetic components that utilise embedded anti-gravity field generators to allow them to hover and drift bodiless through the air.

They are fashioned from the skulls of loyal Adepts of the Adeptus Terra and other pious Imperial servants to which robotic components and an antigravitic impeller have been added. This is so that they may continue their work for the Emperor of Mankind even after death. To have one's skull chosen to serve as a Servo-skull is a great honour in the Imperium, for it implies one's service in life has been satisfactory enough to warrant continuation beyond death.

Servo-skulls form an important niche in Imperial work, serving as everything from auto-scribes that copy down important conversations and confessions of prisoners to simple moving torches, hovering about their charge with candles and electric lanterns to illuminate the area.

Certain Magi of the Adeptus Mechanicus and high-ranking Imperial officials have special logic engines and Cogitators (computers) that slave Servo-skulls to a particular owner.

Servo-skulls are used throughout all the different Adepta of the Imperium of Man, and each is built to perform a certain task. Some are designed for military roles, and among these some are built with enhanced optical sensors that allow them to serve as a reconnaissance scout.

Servo-skulls are often used by Inquisitors and Inquisitor Lords as non-human assistants referred to as Familiars. In this case they are mentally linked to the Inquisitor through psychic or cybernetic means, allowing him to control them and see and hear through their electronic senses.

Basic Servo-Skulls

All basic skulls have a basic Profile as described in the NPC minions section of this book, with the ability that are described below.

Auto Scribe

This is commonly use Servo-sculls use it copy down important conversations and confessions of prisoners word for word.

Effect: this skull records all words spoken by up to 6 targets within 30ft of the skull. This skull has roughly an hours worth of scroll th right on, it may last longer if less people are a part of the conversation and there are frequent Pauses in the conversation.

Monotask-Skull

The most common form of Servo-skull encountered, Monotask-skulls are designed and equipped to offer assistance with a particular task, and most are fitted with a basic set of extendable manipulator pincers and whatever else by way of gear their duty requires.

Effect: this skull can preform a rudamentry tasks that it was loaded to do. Like changing out torches, delivering a scroll, opening doors, hold a glow globe, vox Speaker or Holo Disk, though the monotask-skull does not have the compacity to be able to preform many different tasks.

Lingua-Vox Servitor

Useful to diplomats and explorers, a Lingua-Vox Servitor is a specially designed Servo-skull equipped with an advanced linguistic cogitation engine. The Lingua-Vox hovers just over the shoulder of its master, aiding him in translating and understanding unfamiliar tongues.

Effect: This skull can understand and translate any known language in imperial records.

Vox Drone

A Vox-drone is a mobile communications platform used commonly with the Imperium of Man to carry recorded messages. The Vox-drone is an oblate metal unit about the size of a citrus fruit that has an anti-gravity emitter built within it.

The Vox-drone carries messages to people it is programmed to find by using a recorded pheromonal trace to track down the person for whom its message is intended. The drone can record short audio and holographic messages that will only be played for the person whose pheromonal markers match the drone's data set.

Because it carries a relatively small power cell, the Vox-drone can only be used for short-range communications and is generally used within the spires of wealthy hive cities to carry personal or business-oriented messages between the members of the hive's nobility.

Effect: This drone can carry a message of up to one minute long to a target you know within 5 miles.

Advanced Sevo-Skulls

Each advanced Skull has its own Profile described in the NPC minions Section of this book.

Guardian-Skull

Designed with a somewhat reinforced structure and fitted with a single efficient weapon system and targeting selection programs, Guardian-skulls (also known as Gun-skulls and Combat-skulls depending on their armament) are uncommon but prestigious and effective bodyguard devices. Their small size, tireless vigilance, and ability to hover in the shadows silently make them surprisingly discreet and effective servants.

Effect: See Guardian-skull Profile.

Servo-Spotter

This advanced recon Skull is conected directly to the owners mind. it allows the owner to see and hear through its electronic senses

Effect: See Servo spotter Profile.

Common gear

Item Cost
9-70 Entrenching Tool -
Chronomiter -
Common Clothes
Compass -
Chemical Testing Strips -
Fiber Rope (50ft) -
Glow Beam -
Holy icon -
Imperial Creed -
Manacles -
Incense -
Portable hymn-caster -
Ration Pack -
Regicide set -
Purification Filters -
Vox Drone -
Water 1/2 Gallon -
Writers Supply -

Common Gear Descriptions

9-70 Entrenching Tool

More than a simple trowel, the composite edge of this tool can break up even the hardest packed earth.

Effect: A 9-70 entrenching tool halves the time needed to dig trenches, foxholes, and other earthen fortifications. It also makes for a sturdy improvised weapon it serves as a hand ax, as many a Guardsman can attest.

Chronomiter

This small timepiece also known as a Crono can be worn strapped to the wrist or held comfortably in the hand. Settings on the chrono’s display allow for the accurate tracking of Imperial standard, shipboard, and local planetary time.

Common Clothes

Basic imperial Clothes

Compass

Tells the direction of Plenetary North

Chemical Testing Strips

Basic means of testing chemical nature of liquids or solvable chemicals

Glow Beam

Directional line of light pointed in held direction bright 40ft, Dim 80ft

Fiber Rope (50ft)

This rope is Basic fiber rope it has 2 hit points and can be burst with a DC 23 Strength check. 50' of Fiber rope weighs 10 lbs and has a load rating of 600 lbs.

Holy icon

A Cherish holy symbol

Imperial Creed

Much like a bible many Imperials interact with it daily

Manacles

No bounty hunter or Enforcer would be without several sets of these solid restraints, though they are often used to ensure sacrificial offerings do not stray from a cult’s altar or for other, darker purposes.

Incense

Basic incense and sage for clensing

Portable hymn-caster

a monotask skull with a speaker to amplify and Mic

Purification Filters

This is usually attached to a small manual pump that filters water for consumption, but the filter its self may be used as a straw, filtering the liquid as it moves through.

Effect: 1 filters, filters up to 5 gallons of water. If the water is very concentrated with contaminent particles it may degrade the filter faster (consult your GM).

Ration Pack

Filling but unappetising, the bars, bricks, powders, and pastes in a standard Ration Pack contain enough nutriment to feed an adult Human for one day.

Regicide set

A two-player game played across all classes from lowly refresherscrubbers to spire nobility, regicide is simple to learn but difficult to master. Many Imperial Guard officers hone their tactical senses in games with small sets that can fold into their combat kit. A typical regicide game takes 1d5 hours, and while it usually has no in-game effects, the GM can offer benefits to well-roleplayed games such as a +10 bonus to Fellowship-based tests with the opponent for the following day.

Vox Drone

See Servo skulls section of this book.

Water 1/2 Gallon

Simple clean Potable H2O.

Writers Supply

This satchel contains inks, quills, parchment, and other tools necessary to craft a missive on scrolls.

Uncommon gear

Item Cost
Advanced Positioning Node -
Auspex -
Auto-Quill -
Auto Scribe -
Ballistic Appeasement -
Renown Clothing 1-5 -
Combi-Tool -
Chaplet Ecclesiasticus -
Data-Slate -
Lamp pack -
Grapnel & line -
Hand-held targeter -
Jump pack -
Munitorum-Issue Mess Kit -
Maintenance kit -
Magnoculars -
Maglock Boots -
Medi-pack -
Pict Recorder -
Photo-visors/Contacts -
Recoil Glove -
Rebreather -
Respirator -
Rule Of The Sororitas -
Sacred Machine Oil -
Screamer -
Signal Jammer -
Slate Monitron -
Stim Mk 1-5 -
Stummer -
Symbol Of Authority -
Vox Communicator -
Web Shooter -

Uncommon gear

Advanced Positioning Node

An advance map and GPS unit. If uploaded with plenetery data you can plot grids and routes, see terrain maps and you may text other APN's over a encrypted or non encrypted networks. if plenetery data is not installed you can still plot routs and points with limited capability.

Advancerd Fiber Rope (50ft)

This rope is made of synthetic fibers it has 5 hit points and can be burst with a DC 30 Strength check. 50' of Fiber rope weighs 5 lbs and has a load rating of 6000 lbs.

Auspex

An Auspex is a versatile hand held scanner that can detect numerous phenomena with a high degree of accuracy.

Effect: Activated as a Combat Action to detect energy emissions, motion, and other life signs within 150ft.

Auto-Quill

Often said to be the true weapon of the scribe, the arcane inner workings of an Auto-Quill can quickly and accurately copy, produce, or forge documents.

Effect: gain advantage on any checks made to forge or alter documents.

Auto Scribe

an auto scribe is a literature Servo skull

Effect: See Auto scribe in the sevo skulld section of this book.

Ballistic Appeasement

Autoreliquary (Absolutis Pattern) Issued to the Primaris Space Marines, this device contains sophisticated machine-spirits that interface with and enact the Omnissiah’s blessings upon a weapon. This auto-reliquary helps restore a jammed weapon to function and appeases the weapon’s war-spirit.

Effect: you may ignore 1 Misfire, you regain the use of this after a short rest and a brief Prayer.

Renown Clothing 1-5

Common clothing consists of religious vestments, uniforms, or protective worker’s overalls. It is unusual for an individual to have a choice in their clothing, tied as it is to their purpose in serving the Imperium. Clothing of a higher Rarity is a sign of status, and may grant small situational bonuses when making social Skill checks

Effect: add a +1 bonus for each level of clothing to all Persuasion, deception and intimidation checks made when wearing them.

Combi-Tool

Ubiquitous among the Adeptus Mechanicus, these versatile devices are the right tool for virtually every technical job.

Effect: You gain advantage on all checks made to, repair, maintain, and sabotage Imperial technology.

Chaplet Ecclesiasticus

This religious symbol is an Adeptus Ministorum icon hung upon a cord of adamantine beads. Some orders of the Adepta Sororitas place each bead on the cord as a representation of acts of penance.

Effect: The Chaplet can be used as a Symbol of Authority, see Symbol of authority. Furthermore this may be used as a grotte.

Data-Slate

Common throughout the Imperium, the simple cogitation engine within a Data-Slate can hold a wealth of information, from personal journals to heretical texts to the collected tech patterns of Archmagos Dominus Belisarius Cawl.

Effect: You can record any information transferable from a cogitator, such as local maps, familial records, or manufactorum outputs, onto your Data-Slate.

Diagnostor

This sensitive medical cogitator monitors a patient’s health and biorhythms and aids in the diagnosis of virtually any physical ailment.

Effect: Gain advantage on Tests to detect and diagnose diseases, injuries, and ailments, and to determine cause of death

Lamp pack

Most portable glow-globes, sometimes called "lamp packs," are roughly the size of a clenched fist and can shine strong, yellowish light a dozen or so metres in width, lasting roughly five solar hours before their power pack needs recharging or replacing.

Effect: this emits bright light in all directions out to 30ft and dim light out to 60ft, this takes a charge pack and lasts for 8 Hours of constant use and 1 hour to charge.

Grapnel & line

A combination of clip-harness and gas-powered pistol, this can fire a hook or magnetic clasp attached to a thin, strong wire at an overhead target up to 300ft away.

Effect: an attack roll it required if the target is more then 150ft you have disadvantage on the attack, if the attack hit the grapnel attaches to the desired spot such as a rooftop, a user can manually climb the line or activate a powered winch that can lift the user roughly 15ft per round. Common sets can hold 250Lbs.

Hand-held targeter

A hand-held targeter is a small device used in most forces of the Imperium. It is capable of detecting ranges to targets using optical sights for zooming, prediction systems for firing, and so on. It is commonly used by spotters assisting with artillery fire.

Effect: A creature with a hand-held targeter may spend its action to grant another character advantage on its next ranged attack

Munitorum-Issue Mess Kit

This compact kit unpacks into a bowl, plate, microstove, canteen, and full set of utensils, allowing the user to reheat ration packs or cook simple meals from ingredients scavenged in the field. A mess kit also contains a week’s worth of ration packs and water purification tablets.

Effect: Gain advantage on Survival checks made to find or prepiar food and water.

Maintenance kit

a basic kit for Vehicle and construct stabilization.

Effect: This kit has five uses. as an action you may expend one use to get a + 5 on whatever artisans tools is used to make the check to Normalize a dying Vehicle or construct.

Magnoculars

This advanced arrangement of lenses and prisms functions as both a range finder and visual aid.

Effect: Gain Advantage on Perception checks that rely on sight made with Magnoculars.

Maglock Boots

Heavy and bulky, these oversized boots contain electromagnets. They allow the wearer to adhere to metallic surfaces such as exterior hull plating, and are often found in voidship emergency lockers. Magboots reduce the character’s movement by 10ft, but allows him to move normally when in low- or zero-gravity areas, provided there is a suitable metallic surface to walk upon

Effect: Can be activated as a bonus action, if this is done you may not be Knocked Prone, lifted off or pushed on a metal surface When when wearing these boots the character’s movement is reduced by 10ft, but allows him to move normally when in low or zero-gravity areas, provided there is a suitable metallic surface to walk upon.

Medi-pack

This is essentialy the basic first aid kit of the Imperium

Effects: This kit has five uses. as an action you may expend one use to get a + 5 on the wisdom (Medicine) check to stabalize a dying creature.

Pict Recorder

A relatively simple recording device, pict recorders or picters can capture audiovisual media. Most models can also display recorded data on integrated screens, with advanced models using holographic imagery. There are also Specialised mono task servitors called pict-servitors are essentially ambulatory recorders, brought on hazardous events or missions to autonomously capture occurrences for later codifying.

Photo-visors/Contacts

These can be worn as corneal lenses or as outer eyewear, and amplifies any low-level light to allow the wearer to see as if normal lighting was present.

Effect: Characters wearing these may see in the dark at 30ft as if it where bright light and dim light out to 60ft.

Recoil Glove

This heavy gauntlet uses interlocking plates laced with memory wire to stiffen in a protective grip, absorbing the shock from powerful hand weapons

Effect: you may fire two-Handed Rapidfire and assault weapons with one hand

Respirator

Respirators take many forms: a flexible polyplas hood, a visored helmet, or a sophisticated face-mask. They use replaceable oxygen canisters and internal breath recyclers to protect the wearer from hostile atmospheres and toxic gasses.

Effect: A Respirator canister lasts for 2 hours of continuous breathing. Whilst breathing through the Respirator, you are immune to breathable poisons and toxic atmospheres.

Rebreather

These devices store and recycle breathable air via a mask and external supply tank.

Effect The user to immune to toxic atmospheres, even allowing him to survive underwater. The air canister lasts only for about one hour and then must be replaced, which takes a Full Action.

Rule Of The Sororitas

This small book details the traditions and beliefs of the Adepta Sororitas. Many customise the books to reflect the individual nature of their Sororitas Order.

Effect: If you are sister of battel, you can read the Rule of Sororitas as part of a short rest to recover 1d4 Corruption.

Sacred Machine Oil

Blessed by the Omnissiah, this oil has considerable value to the Adeptus Mechanicus. It is said that this oil has properties to soothe an agitated machine spirit.

Effect: as an action you may apply one use of this to an imperial construct or device, ignore the first critical failure when making checks involving the Imperial technology, in any scene (including combat missfires).

Screamer

These proximity alarms set off a piercing wail when they detect intruders. Screamers can detect sound, movement, and even odours.

Effect: To activate, the player must succeed on a DC 10 Tecnology test, but the GM rolls this test in secret; players will not know how well the device is working until later on. Once set, a screamer has a passive Perception of 20 for the purposes of detecting sounds or motions. If it detects an intruder, it sounds its alarm, which can be heard anywhere out to 1/2 Mile. Doors, walls, and other barriers reduce the alarm’s range.

Signal Jammer

As the name suggests, Basic models are overt and obvious, such that the transmitting agencies know they are being jammed. Sophisticated versions emit precisely-tuned frequencies that dampen out transmissions without anyone detecting the action.

Effect: This device acts to overpower local vox, data, or other transmissions within a range of roughly 1/2 Mile.

Slate Monitron

This Data-Slate is typically incorporated into an armoured forearm bracer or gauntlet. It monitors the wearer’s vital signs, showing the pulse rate and health matrix of the wearer.

Effect: Targets healing you may Add + 1HP per die to all healing the bearer recieved.

Stim Mk 1-5

A cocktail of high-tech combat drugs, often stored in a single-use injector, come in different grades of potency.

Effect: If in hand can be used as a bonus action to heal 1D4+4 Hit points per MK level, to a creature within touch range.

Stummer

The reverse of a screamer, a stummer blankets sound within 15ft through sonic detection and dampening projectors.

Effect: A character carrying an active stummer gains a +10 bonus to Stealth checks. A stummer typically has enough power for 20 minutes of continuous use before needing to be recharged, a process that takes about one hour

Symbol Of Authority

A badge, ring, seal, rosette, amulet or otherwise to indicate that the bearer should be taken seriously by those familiar with the hierarchy of their culture.

Effect: you gain advantage on all Persuasion, deception and intimidation. versus targets who would respect your position.

Vox Communicator

Portable wireless communications technology is often a necessity for operatives that split up or report to a higher power. comes in a short wave and a long wave versions

Vox Bead

Small enough to fit comfortably in an ear canal and sensitive enough to pick up the wearer’s voice, operatives often use these devices to communicate in whispers over distances to coordinate actions.

Effect: You can communicate with anyone within 1 kilometer (1/2 Mile ) that has a vox unit tuned to the same frequency.

Vox Caster

A bulging backpack of wireless and radio technologies, these vox units operate over large distances and on multiple wave bands simultaneously, and as such are favoured by battlefield commanders and assistants to large Imperial retinues.

Effect: You can communicate with anyone within 100 Kilometers (around 62 Miles) that has a vox unit.

Web shooter

Effect: When this device is used, you can use an object interaction in conjunction with an attack action to shoot a stream of sticky Adhesive out of a gun. Make a ranged attack against a creature of size large or smaller that is within 30 feet of you. You add your proficiency bonus and Dexterity modifier to this attack roll. If you hit, the creature is restrained by the webbing. As an action, the restrained creature can make a Strength saving throw to break free from the webbing. The effect ends if the adhesive is destroyed. The webbing has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage.

Rare Gear

Item Cost
Camo clock -
Comm leech -
Crux Terminatus -
Grav-Chute -
Jump Pack -
Null Rod -
Preysense Goggles -
Psychic Focus -
Psychic Hood -
Synskin -
Void Suit -

Camo clock

Camo-cloaks are hooded cloaks composed of a mesh backing, woven with thousands of ribbons of colour shifting and light-absorbing material, weaved for its durability and ability to help hide the wearer.

The Camo Cloak is coated with an absorbent material called Cameleoline which takes on the colouration of the surroundings giving, the wearer a great deal of individual concealment and when used by elite stealth experts such as Chief Scout Sergeant Oan Mkoll can give the wearer near perfect concealment.

Such cloaks are commonly used by the Tanith First and Only. Commissar Ibram Gaunt was awarded one of these by the soldiers of the regiment.[1] They are also used by Space Marine Scouts[4]. On the world Pavonis, Camo-Cloaks saved Sergeant Learchus and his Scout Squad from being discovered by Tau patrols. They are also favored by Deathwatch sharpshooters and Vanguard Space Marines.

Effect: You gain advantage on all stealth checks against sight based perception checks. If after modifiers, you roll a 20 or higher, treated as if invisible and cannot be detected by sight. if the character Charges, Runs, or makes an Attack action, the effect immediately ends. GM Note: Because this genetic modification affects the character's skin, it will only have a minimal effect if they're covered in clothing or armor.

Comm leech

A somewhat heretical item in the eyes of the Mechanicum, these tap into vox signals or data transmissions.

Effect: After making a successful Technology check (with the GM setting the difficulty based on the situation and signal), the user can use it to receive a signal or transmission within 1/2 mile for a number of minutes equal to his intel bonus. If the character fails by a number greater than his Intelligence bonus, the sender and receiver of the signal become aware that someone is attempting to tap in.

Crux Terminatus

The Crux Terminatus, or the Terminator Honour as it is also known, is amongst the most famous of all the honours to be granted to the Adeptus Astartes as prescribed by the Codex Astartes. It is awarded only to those Space Marines who have proven their battlefield skills as respected and accomplished Veterans of their Chapter. In many Chapters, the Chapter Master himself grants a Veteran Battle-Brother the right to wear the Crux Terminatus and serve in the Chapter's elite 1st Company as Terminators wearing those ancient relics of the Imperium known as Tactical Dreadnought Armour. Often, the recommendation of another member of the Chapter who already bears the honour lends great weight to the Chapter Master's decision. In some Space Marine Chapters, receiving the Crux Terminatus first involves a ritual of cleansing, prayer and meditation, the details of which vary widely from Chapter to Chapter. Each badge of the Crux Terminatus is said to have bound within it a tiny fragment of the Power Armour worn by the Emperor of Mankind during the climatic end to the Battle of Terra with the Arch-Traitor Horus over 10,000 standard years ago.

Effect: You now have Access to Tactical Deradnought Armor

Grav-Chute

A backpack sized anti-gravitic device that can control a fall from nearly any height, including sub-orbital altitudes. It allows Imperial troops to float safely to a landing on a column of anti-gravitic force. A gravchute emits a suspensor field that counters the force of gravity at the particle level, and two small promethium fuelled thrusters to provide some directional control.

Effect: As a reaction while falling, this may be activated to slow descent speed 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.

Jump pack

A large backpack sized thruster device that can control a fall like a grave chute but it may be used to make controlled trust in in a direction, It allows Troops to manuver with fast and savage attacks.

You may now jump up to 60ft up and 60ft forward and you gain the slow fall feature Below. During your turn, If you don't end the flight on a hard surface you may fly 30ft up and 30ft forward and make one Pivot per turn this may only be done for 5 rounds consecutively and then the Pack needs to be vented for 1 rounds. If your in a zero gravity environment, you can fly up to 60ft normally and no venting is needed. At level 10 you may vent as a bonus action.

Slow Fall: you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your level. If you are venting you may not apply the effects of Slow fall.

Null Rod

null rod Few things invoke terror as much as a psyker calling on the unholy powers of the Warp to twist reality and rend souls. While faith in the Emperor is always essential, a null rod can also be effective in negating such threats. Most null rods appear as short obsidian cylinders, often crawling with arcane icons and glyphs.

Effect: Each Rod has 5 Charges and as a reaction can dampen the powers of any psykers within 30ft, allowing you to deny the witch at the cost of one carge it is always cast at level 1 and you may add the wielders Wisdom bonus to the test made to resist a spell of levels higher then 1st.

Preysense Goggles

The thermo-sensitive technology within these goggles grants the wearer the ability to see heat signatures even in the dark.

Effect: You ignore any penalties to Tests due to visual conditions aginst targets with a body temp sgnificntly different then its surroundings.

Psychic Focus

These items vary wildly in appearance. Some may take the form of a rod or staff, while others may simply appear to be a ‘lucky charm’ or a special deck of the Emperor’s Tarot.

Effect: Gain advantage on all warp skill tests and deny the witch tests made to deny the witch.

Psychic Hood

The Psychic Hood is an arcane device utilised by Space Marine Librarians to amplify the wearer's psychic powers and protect against an assault by enemy psykers. Most importantly, a Psychic Hood renders the wearer capable of nullifying the effects that other psykers have on the Warp nearby. Distinguished by the trademark metal hood that rises from the backplate of a Librarian's Power Armour, a Psychic Hood uses a set of interwoven, intricately-aligned crystals to nullify an opponent's psychic attacks.

Psychic Hoods are also occasionally employed by those Inquisitors who are also psykers as well as the Astartes of the Grey Knights Space Marine Chapter, who serve as the Chamber Militant of the Daemon-hunting Ordo Malleus.

Effect: The Bearer of a Psychic hood may deny the witch at 90ft and they may use warp charges to +1 to the ability check made to counter spells of levels higher then one, Furthermore if another Psyker attempts to deny one of your spells you may spend warp charges to make the DC of the ability check is 1 Greater for each warp charge used in this way.

Synskin

Synskin is a bio-reactive body glove with an inert non-reflective surface that moulds itself to the wearer’s form.

Effect: You gain advantage on all stealth checks against sight based perception checks. It also renders the wearer invisible to the use of preysense goggles and those with Thermal vision. This counts as clothes that have an AC of 11 no Max Dex, some armors can be worn over a void suit omitting the armor value of it, for the armor worn over it.

Void Suit

Found in various styles and states of disrepair in void ship storage compartments, a Void Suit protects the wearer from the rigors of low atmospheric pressure and hard vacuum.

Effect: Protects the wearer from the vacuum of space, with enough oxygen for five hours of continuous use. Includes a Vox Caster. This counts as clothes that have an AC of 11 no Max Dex, some armors can be worn over a void suit omitting the armor value of it, for the armor worn over it.

Tools


  • Artificers Tools. Used for Building or repairing Advanced weaponry, Vehicals and Armors.
  • Tinker's Tools. This Provides basic functions of the Artificers Tools and Tech Tools.
  • Tech Tools. A more advanced Tinker's tools used Mainly for repairing or Altering cogitator Systems and vox communicators and APN's.
  • Data Forger Tools. Used as a deception check when using a Cogitator.
  • Data Mining Tools. used as a Persuasion check when using cogitators.

Backgrounds

Each class or even an archetype can have one background if you GM wants to use them. Most backgrounds will give you a powerfull buff, but some Backgrounds will have negatives or restrict your accses to the Librarius, whatever it may be will be all be noted in the Background description.

Astartes (Chapters)

Codex Discipline (Ultramarine)

Space Marine with this Chapter may use the disengage action as a bonus action. once per short rest you may Ignore a failed Moral save made.

Righteous Zeal (Black Templar)

Space Marine with this Chapter Gain resistance against force damage and you gain the Charger Feat. Furthermore you may not be a Librarian.

Siege Masters (Imperial Fist)

Space Marine with this Chapter deal double damage to objects and Structures. and gain the Rifle Discipline Feat.

Forged in battle (Salamander)

Space Marine with this Chapter may reroll all damage rolls of 1 on all weapon attacks. Each time an attack with an Armour Penetration property of -1 is allocated to a creature with this rule, that attack has an Armour Penetration characteristic of 0 instead.

Cult Mechanicus (Forge World Dogma)

Glory to the Omnissiah (Mars)

Any cult Mechanicus with this Forge World Dogma Treats any Cantical as if it was +1 bonus to the ability given. Furthermore you gain the Mechanic Feat

Relentless March (Metalica)

Any cult Mechanicus with this Forge World Dogma may dash as a bonus action. Furthermore you gain the Mobile Feat

Staunch Defenders (Agripina)

Any cult Mechanicus with this Forge World Dogma gains a +1 to there AC and you gain the ranged sentinel feat.

Refusal to Yield (Graia)

Any cult Mechanicus with this Forge World Dogma gains Advantage on any test made to resist the being Frightened or Routed.

Imperial Guard (Regiment)

Born Soldier (Cadia)

Any Imperial Guardsman with this Regiment you may re-roll one Misfire, you regain the use of this after you complete a short rest.

Brutal Strength (Catachan)

Any Imperial Guardsman with this Regiment Gains A +2 STR, +2 WIS and +2 CON.

Industrial Efficiency (Arnox)

Any Imperial Guardsman with this Regiment may gain the benefits of Rapidfire at half + 30ft. Each time an attack with an Armour Penetration property of -1 is allocated to a Vehicle with this rule, that attack has an Armour Penetration characteristic of 1 less then normal.

Swift as the Wind (Tallaran)

Any Imperial Guardsman with this Regiment may dash as a bonus action and gains the mobility Feature

Starter Kits

Missionary Kit

These travel-ready kits identify the bearer as a member of the Missionaria Galaxia, and contains.

  • 1 Auto Pistol with 48 rounds and a Melee weapon
  • Sacred texts of the Imperial Creed
  • Holy icon
  • Incense
  • Portable hymn-caster
  • Liturgical pamphlets translated into several derivations of Low Gothic

Periculum Kit

Assembled for explorer and agents of the Imperium, these sturdy grox-hide satchels contain what supplies they can spare for those capable few able and willing to assist in the defence of the Imperium. A Periculum Kit contains.

  • Chrono
  • Data-Slate
  • Magnoculars
  • 2 Ration Packs
  • Respirator
  • Vox-bead

Survival Kit

This collection of tools helps keep the owner alive in a hostile environment. The kit includes

  • Compass
  • 100ft Advanced Fiber Rope
  • Water
  • Purification Filters
  • Chemical Testing Strips

Space marine Starter Kit

  • Space Marine Scout Armor
  • Astartes Shotgun/ Astartes Bolter
  • Bolt Pistol
  • Space marine Combat Knife
  • 32x Shotgun Bolt Rounds / 120x .75 cal Bolt Rounds

Nothing beyond this point is Used as of now

Archetypes in Progress

Warp Sense

Starting 3nd level, you are trained to notice all traces of warp energy. You can use an action to target a creature or object and inspect them for warp magic.

If you inspect a creature, you find out if the creature has casted a spell or had a spell cast on them in the 24 hours. If you inspect an object, you know if it has any magical properties and how many of them, but not what they are. You can only inspect one creature or object at a time. You can use this feature a number of times equal to your Inteligence modifier + 1 (minimum 1). When you finish a short or long rest, you regain all expended uses.

  • Starting 5th level, if you inspect a creature, you know if the creature has ever cast a spell before. Additionally, you know what the most recent spell cast by the creature was and when they casted it.

  • Starting 11th level, if you inspect an object, you know all the magical qualities it has, if any, including spells it knows.

  • Starting 15th level, if you inspect a creature, you know the target's original form if the target creature takes on a different form by being transformed by magic.

Warp Resistance

Begining at 7th level 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 magical source it is reduced by 5 damage. In addition once per long rest you may choose to end one spell effect on yourself.

Improved Warp Resistance

At 14th level your natural residences have been further increased through rigorous training. The damage reduced increases to 10 and You gain advantage on saving throws against spells and other magical effects. You gain one more use of your feature to end one spell effect on yourself per long rest.


Beam (-ft) (New): When a weapon with this property is fired the user nominates a line the size listed in the parentheses on the beam property, all creatures in the line must make a Dexterity saving throw DC 8 + users proficiency bonus, if Proficient + the users Dexterity modifier. On a pass the target only suffers half damage on a fail it is takes full damage.