Copy of - The Marine Class

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Marine

Backbone of the Terran Armies

"Work hard, play hard, die young... but not today!" -Terran marine.

Regarded as foundational units, marines compose the bulk of most terran front-line forces, ranging from officially government-sanctioned units, local militias, and private security firms, to pirates, renegades and mercenaries. Koprulu sector marines are generally equipped with powered armor suits and rapid-fire C-14 rifles. The suit provides full life-support and NBC protection, allowing marines to deploy into environments that would otherwise be inimical to human life. Massed marines form a flexible and highly effective fighting force for both offensive and defensive operations against both ground and air targets.

Despite such material investment into each marine, they tend to have extremely short combat lives, the expectancy being mere seconds. To improve their effectiveness and odds of survival, many marines make heavy use of stimpacks.

"Marines are the first line of defense for the terran worlds of the sector. Comprised of convicts, rebels and patriots alike, they're always ready for a fight."

A significant proportion of the Confederate Marine Corps was manned by "culturally challenged" individuals who had undergone neural resocialization via brain surgery, implants such as aggression inhibitors, and resocialization tanks. Counseling and drug therapy were also used to help overcome criminal and/or anti-social tendencies. Despite this source of manpower, it was not always sufficient to replace battlefield losses, and instances of law-abiding persons being conscripted and subjected to "resoc" were not unknown. In any case, volunteers were few.

Some marines had barcodes tattooed or branded onto their foreheads.

By the time of the protoss attack on Chau Sara, each Confederate marine was officially issued a CMC-300/CMC-400 combat suit and a C-14 rifle. The slugthrower was a common sidearm. Confederate marines did not require a PEB (Preferred Experience Base) to enlist (or be conscripted as the case often was).

Dominion Marine era

The fall of the Confederacy and its replacement by the Dominion (the Confederate Marine Corps being replaced by the Dominion Marine Corps respectively) has seen an increase in volunteer recruitment, but not enough to supplant "resoc" conscription. Marines continue to use variants of the C-14 rifle many years after the Brood War, along with the inclusion of M98 ballistic alloy combat shields in their arsenal. At some point, the slugthrower was replaced by the more powerful flak pistol. Recruits and conscripts considered too scrawny or weak for the Marine Corps were given steroid and stimulant treatments in order to increase their muscle mass. Criminal recruits were given no R&R time.

After the Brood War, the Dominion developed a modified Quantradyne APOD-33 dropship, the medivac dropship, to increase the survivability of medics and keep marines in the field longer. The success of the medivac design led to their adoption by the other Koprulu terran factions, though medics were still fielded due to the medivac being expensive to deploy. The Dominion Special Forces also keep a large cadre of marines with specialist equipment, and while they do not serve long those marines agree there is never a dull moment. Specialist marines with advanced technology were given to Nova Terra's Covert Ops Crew during the Defenders of Man Insurgency.

Dominion marines continued to be the first line of defense to the terran nations and groups of the sector well after the End War. During the reign of Emperor Valerian Mengsk, the practice of resocialization was outlawed among the Dominion Marine Corps. Marines at the time were known to also make use of the CMC-400 powered combat suit.

Marine

Level Proficiency Bonus Features
1st +2 Fighting Style, Second Wind, Weapon Forging
2nd +2 Action Surge(1 use), Stimpack
3rd +2 Martial Archtype
4th +2 Ability Score increase
5th +3 Extra Attack(1)
6th +3 Ability Score increase
7th +3 Martial Archtype Feature
8th +3 Ability Score increase
9th +4 Indomitable(1 use)
10th +4 Martial Archtype Feature
11th +4 Extra Atttack(2), Weapon Forging
12th +4 Ability Score increase
13th +5 Indomitable(2 uses)
14th +5 Ability Score increase
15th +5 Martial Archtype Feature
16th +5 Ability Score increase
17th +6 Action Surge(2 uses),Indomitable(3 uses)
18th +6 Martial Archtype Feature
19th +6 Ability Score increase
20th +6 Extra attack(3)

Class Features

As a Marine, you gain the following class features.

Hit Points

Hit Dice: 1d10 per Marine level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Marine level after 1st

Proficiencies

Armor: Light Armor, Medium Armor

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Strength, Constitution

Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Heavy Marine battle suit or (b) Combat suit, Gauss Rifle, and 20 heavy rounds
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a Light Pistol and 20 light Rounds or (b) two K-Bars

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

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

Defensive Fighting Style While you are wearing armor, you gain a +1 bonus to AC

Gunslinger When you are wielding a pistol 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 twohanded or versatile property for you to gain this benefit.

Grenadier When you make an attack roll to throw a grenade, you get a +2 bonus to hit. Additionally, each die you roll for grenade damage deals 1 extra point of damage.

Part 2 | Your Introduction

Suppression If you use all your attacks on your turn against one creature while you are behind any cover or prone, that creature has disadvantage on its next ranged attack roll.

Weapon Forging

Starting at level 1, you can modify your blasters using your repair skill. You can spend a long rest to add one modification to a blaster weapon. You will use your Repair skill for this. You can add one modification to any blaster you wield. This number increases to 3 modifications at level 11.

Adrenaline Rush

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 fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Starting at 2nd level, you can push yourself beyond your 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.

Martail Archtype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Inspiring Leader, Elite Marine, or Heavy Duty Marine, 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.

Ability Score Increase

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 and to four when you reach 20th level in this class.

Indomitable

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 long rests starting at 13th level and three times between long rests starting at 17th level.

Inspiring leader Archtype

Inspiring Words Starting at 3rd level, You can inspire others through stirring words. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiring Words die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiring Words die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiring Words die is rolled, it is lost. A creature can have only one Inspiring Words die at a time.

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.

Your Inspiring Words die changes when you reach certain levels in this class. The die becomes a d8 at 7th level, a d10 at 15th level, and a d12 at 18th level.

Jack of All Trades Starting at 3rd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Stand as one

Starting at 7th level, when an ally under the effects of your Morale feature hits a hostile creature with an attack, the ally may choose to deal an additional 1d6 psychic damage, or choose to heal themselves 1d6 HP instead. Allies can deal this extra damage, or heal themselves only once per turn. HP cannot be restored in this way while out of combat.

Unfailing Inspiration

Starting at 15th level, Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Inspiring Words dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Inspiring Words die.

Infectious Inspiration

Starting at 18th level, When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Inspiring Words dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Inspiring Words die without expending any of your Inspiring Words uses.

You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Elite Marine Archtype

Starting at 3rd level, you gain proficency with tower shields and can hold the Guass rifle with one hand while using a tower shield

Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Strength of the Elite

Starting at 7rd level, Once per turn when you land a melee attack you can force your target to make a dc 14 strength saving throw or get knocked prone

Additional Fighting Style

Starting at 15 level, you can choose a second option from the Fighting Style class feature.

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

Defensive Fighting Style While you are wearing armor, you gain a +1 bonus to AC

Gunslinger When you are wielding a pistol 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 twohanded or versatile property for you to gain this benefit.

Grenadier When you make an attack roll to throw a grenade, you get a +2 bonus to hit. Additionally, each die you roll for grenade damage deals 1 extra point of damage.

Suppression If you use all your attacks on your turn against one creature while you are behind any cover or prone, that creature has disadvantage on its next ranged attack roll.

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.

Heavy Duty Marine

Assault Training Starting at 3rd level, you gain the following abilities.

  • You gain proficiency with Heavy Armor.
  • Your carrying capacity is doubled.
  • You have the ability to carry 2 heavy blasters instead of just one.

Fighting Spirit

Starting at 7th level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature three times, and you regain all expended uses of it when you finish a long rest.

Tireless Spirit

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

Rapid Fire

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Strength before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can’t use it again until you finish a long rest.

 

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