This is the Way - A Mandalorian Subclass

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The Mandalorian - A Fighter Subclass

Being a Mandalorian doesn't mean you have to be one of it race, but follow its creed. The Mandalorian Creed is an absoulte these warriors, and to obtain it they require specific skills and tools. A Mandalorian skilled in countless styles of battle, legendary armor, and weapons unique to them.

Tools of the Trade

At 3rd level you gain proficiency in one of the artisan tools of your choice: Alchemist Supplies, Smith's Tools, or Tinker Tools.

Mandalorian Gear

At 3rd level, your journey into the ways of the Mandalorian have begun, as you learn the to use the skills and weapons of these warriors. Choose one weapon and one skill to specialize in from the weapons/skill list provided below.

Each weapon has four tiers of expertise, starting at tier 1 when you initially choose the weapon. Increase your tier level for your chosen weapon to tier 2 at 7th, tier 3 at 10th, and tier 4 at 15th level.

You can forgo increasing your tier in your chosen weapon at the appropriate levels to instead gain tier 1 with another weapon or gain a skill specialization of your choice.

Mandalorian Armor

At 7th level you have earned your signet and have learn how to use your armor to its fullest potential. If you are wearing heavy armor, you can use your armor to lessen the blow of an enemy's attack. As a reaction you reduce the damage of a melee attack dealt to you by 1d10 + your Proficiency bonus.

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

In addition, you can doff or don the armor as an action.

Mandalorian Mobility

At 10th level your movement speed increases by 5 feet and getting up from prone only costs 5 ft of your movement.

They Told Us There'd be Jetpacks

At 15th level, you gain the ability to fly via a alchemical pair of rockets attached to a backpack fortified by adamantium. You gain a 60 foot fly speed for up to one minute. At the end of the duration, you fall if still aloft, unless you can stop the fall. You can use this ability once per short rest.

In addition, heavy armor no longer imposes disadvantage on stealth checks.

Arcane Rockets

At 18th level, your jet pack now comes equipped with 2 alchemical missiles. As an action you may fire one missile at a space within 120 feet of you. Each creature within a 20 foot radius must make a Constitution saving throw equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn't knock prone. You regain all expended uses upon finishing a long rest.

Mandalorian Skill Specializations

Your training has provided you with skills crucial for life as a Mandalorian.

Pilot. You gain proficiency in all Land, Water or Air vehicles.

Escape Artist. You have advantage on all checks when attempting to escape from a grapple.

Get Back. You can take the Shove action as a bonus action. On a successful shove, you push a creature up to 10 feet instead of only 5 feet.

Skilled Shield Hand. While wielding a shield, your shield hand counts as a free hand for picking up objects that are one pound or less. You can not wield weapons with this free hand.

Imposing Figure. While wearing your armor, you gain advantage on all intimidation (Charisma) checks against Large or smaller creatures.

Heightened Awareness. You gain bonus to initiative equal to half your proficiency bonus.

Dig Deep As a bonus action on your turn When you do so, you gain 5 temporary hit points. You can use this ability a number of times equal to your proficiency modifier per short rest.

Speed Loader (requires pistol specialization). You ignore the loading property of firearms.

Quick Healer. - If you are unconscious and another creature successfully stabilizes you, you regain hit points equal to your proficiency bonus. You can use this ability once per short rest.

Marksman (requires pistol specialization). You ignore disadvantage when making a ranged weapon attack from the prone position.

Criminal Verbal Skills. - You learn Thieves' Cant and one additional language of your choice.

Rapid Attunement. - You can attune to an item in 1 minute.

Nimble. - You ignore 10 feet of difficult terrain.

Sure Shot (requires pistol specialization). - You ignore all penalties associated with 1/2 cover when making a ranged attack with a firearm.

Burst of Speed. - When you take the Dash action, you may travel an additional 10 feet.

Impaling Throw (requires adamantine spear specialization). - If you move at least 20 feet straight toward a creature and then hit it with a ranged weapon strike with your spear, the target takes an extra 1d8 piercing damage.

Ready to Fight. You have advantage on your first attacks against a creature that has not yet acted in the initiative.

Helm Optimazation (requires level 7). You can modify your helmet to detect creatures seen and unseen. You gain Blindsense up to 10 ft.

Expert Bounty Hunter. You study a creature for 10 minutes When you do, you may designate that creature as your quarry. Your helm produces a dark red thread guiding you towards your mark. You may have 1 mark at a time, as this thread will give you the direction of your quarry for 24 hours. However, the thread does not tell you where exactly your mark is, or the distance from the mark. Your mark lasts until you create another or 24 hours pass.

Mandalorian Weapon Specializations

The following items make up the core of the weapons that a Mandalorian can use with a level of skill unmatched by most.

Pistol - You gain proficiency in firearms. You are able to create a Mandalorian pistol, which requires 50 gp in adamantine. The pistol has the following properties:

Damage: 1d12 piercing. Weight 1 lb., Properties: Ammunition, Light, Range (60/120), Reload (6).

When you take the Attack action using your pistol, you can make an extra attack with it as part of that action. The extra attack is made with disadvantage.

Tier 2: On a critical hit, you can use a bonus action to make an additional pistol attack.

Tier 3: On a hit, the target must make a Constitution saving throw equal to 8 + your proficiency modifier + your Dexterity modifier or begin bleeding at the start of their turn. At the start of every turn, they take 1d4 bleeding damage. This effect lasts until they use an action to staunch the wound or they are healed magically. If you hit a creature that is already bleeding, the damage dealt at the beginning of their turn increases by +1 per bullet.

Tier 4: You can direct your attacks at specific location on your target. Choose a part of the body before making your attack roll. On a hit, the target must succeed on a Constitution saving throw equal to 8 + your Dexterity modifier + your proficiency modifier, or be subject to additional effect based on the part of the body selected. You may use this ability a number of times equal to your proficiency modifier bonus per long rest.

Head shot: Blood pours from this shot, disorienting the target. It has disadvantage on attack rolls and ability checks until the end of its next turn.

Torso shot: Your bullet staggers the target. The target is Stunned until the end of your next turn.

Arm shot: You cause the target drop 1 item that it is carrying. If the target is carrying multiple items, you choose which item is dropped.

Leg shot: Your shot cripples the target, reducing their speed by 1/2.

Grappling Line - On your turn you can use your action to fire your grappling line at a medium or smaller creature or object you can see within 30 ft. If the target is a creature they must succeed on a Strength or Dexterity saving throw equal to 8 + your proficiency modifier + your strength modifier or be restrained. On subsequent turns you can use your action to pull them up to 10 ft towards you or knock them prone.

Tier 2: Attack distance increases to 60 feet.

Tier 3: The target is immediately knocked prone.

Tier 4: A grappled target takes an initial 1d8 slashing damage, and an additional 1d8 slashing damage at the beginning of their turn until they break the grapple.

Crushgaunts - These armored gloves used a reactive fabric that exponentially increases your hand-arm strength. As a bonus action, you can activate your crushgaunts. Until the end of your turn, you deal an extra 1d8 damage when you hit. Once you use this ability, you must wait until you finish a short or long rest to use it again and for the crushgaunts to recharge.

Tier 2: You gain +1 to hit/+1 damage when attacking with the crushgaunts.

Tier 3: You may use the crushgaunts two times, regaining all spent uses on a short or long rest.

Tier 4: You critical hit on 19 or 20 on all attacks when using the crushgaunts.

Whistling Birds - You have a total pool of whistling birds equal to your Fighter level. As an action you may fire up to 2 whistling birds. Each bird automatically hits a creature of your choice that you can see within range. A bird deals 1d4 force damage to its target. The birds all strike simultaneously, and you can direct them to hit one creature or several. You restore all lost charges via a long rest.

Tier 2: Range increases to 60 feet. Increase your pool of whistling birds by two.

Tier 3: Damage increases by 1d4 per bird.

Tier 4: As an action you may fire up to 4 whistling birds. Increase your pool of whistling birds by two.

Flame Thrower - You shoot fire from an attachment on the arms of your armor. When you take the Attack action on your turn, you can replace one of your attacks to make an attack with your flamethrower, firing a 15 ft long by 5ft wide line of flame. Any creature within this line must succeed on a Dexterity saving throw equal to 8 + your ability modifier + your proficiency modifier. On a failed save a target takes 2d8 fire damage, and half as much damage on a successful one. The weapon has 1 charge, which can be recharged after a long rest.

Tier 2 - Range increases to 30 feet long by 5 feet wide.

Tier 3 - The flamethrower has 2 charges per long rest.

Tier 4 - The flamethrower has 3 charges per long rest.

Beskad - A sword only wielded by the Mandalorians, it can do the damage of a two handed weapon even though it is no bigger than a scimitar. The Beskard's blade never dulls. A Beskad does 2d6 slashing damage and has finesse weapon properties. Attacks made with this weapon are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Tier 2: You have a +1 bonus to attack and damage rolls made with the weapon.

Tier 3: You have a +2 bonus to attack and damage rolls made with the weapon. The beskad ignores resistance to slashing damage.

Tier 4: You have a +3 bonus to attack and damage rolls made with the weapon.

Kal - A large dagger, used as the favored off-hand weapon of the Mandalorian. A kal has the following traits:

Damage: 1d6 piercing. Weight 1 lb., Properties: Finesse, Light, Thrown (range 40/80).

In addition, you already add your proficiency bonus to the attack roll when fighting with two weapon.s Attacks made with this weapon are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Tier 2: You have a +1 bonus to attack and damage rolls made with the weapon.

Tier 3: You have a +2 bonus to attack and damage rolls made with the weapon. Thrown range increased to 60/120 ft.

Tier 4: You have a +3 bonus to attack and damage rolls made with the weapon.

Adamantine Spear - An unbreakable solid metal spear, primarily used in melee combat.

Damage: 1d8 piercing. Weight 3 lb., Properties: Thrown (range 20/60), Versatile (1d10)

Attacks made with this weapon are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Tier 2: You have a +1 bonus to attack and damage rolls made with the weapon.

Tier 3: You have a +2 bonus to attack and damage rolls made with the weapon. Your spear now has the Reach property.

Tier 4: You have a +3 bonus to attack and damage rolls made with the weapon.

 

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