# Starcraft Units Converted for 5e Ruleset
Words are hard, and intros are harder still. The following is a culmination of a decades long love of Starcraft and a newfound passion for Dungeons and Dragons. I'll never claim that this is balanced, or perfectly reflects the units from the games. I just think its cool, and I hope you have fun playing around with them.
## The Firstborn
The Firstborn are a proud race of psionic warriors, traveling the planes hunting down creatures of the Swarm. Proudly (or arrogantly) believing themselves to have achieved “Purity of Form”, they claim to have been the first race created by the gods.
**Strength through Unity **The Firstborn are gifted with a collective memory. Every member of their race can be psychically linked to each other, sharing centuries of memories and battlefield experience.
**Power of the Mind **The innate psionic energy that connects all Firstborn can be harnessed in other ways as well. Blades of psychic power, energy shields and beams of lightning are all called on by the Firstborn to devastate their enemies.
### Zealots
The core of the Firstborn armies are Zealots, master melee fighters who charge headlong into battle.
Zealots use their latent psionic energy to produce a razor sharp psyblade on each arm. These blades are razor sharp and able to slice through both flesh and armor with little effort. Coupled with their armor and psychic shielding, a legion of Zealots can decimate an unprepared army with nary an injury.
___
> ## Firstborn Zealot
>*Medium humanoid, lawful good*
> ___
> - **Armor Class** 18 (plate)
> - **Hit Points** 52 (8d8 + 16)
> - **Speed** 35ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (0)|16 (+3)|14 (+2)|13 (+1)|16 (+3)|9 (-1)|
>___
> - **Saving Throws** Dex +5
> - **Damage Resistances** psychic
> - **Senses** passive Perception 13
> - **Languages** All, telepathy 60 ft.
> - **Challenge** 5 (1,800 XP)
> ___
> ***Psychic Shield.*** The Zealot is protected by layer of psychic energy. At the start of its turn it gains 10 temporary Hit Points. While it has these temp hit points, it is immune to force damage.
> ***Aggressive.*** As a bonus action, the Zealot can move up to half its speed toward a hostile creature that it can see.
> ### Actions
> ***Multiattack.*** The Zealot makes two Psyblade attacks.
>
> ***Psyblade*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 6 (1d6 + 3) slashing damage plus 3 (1d6) psychic damage.
\page
### Dragoons
Those Firstborn soldiers that suffer the most grievous of injuries often find themselves with a burning desire to continue the fight. The Dragoon Core is comprised of volunteer veterans who are implanted in massive exoskeletons, bristling with weapons and covered in armor plating. These pilots are among the most skilled tacticians in the Firstborn armies.
___
___
> ## Firstborn Dragoon
>*Large construct, lawful good*
> ___
> - **Armor Class** 19 (natural)
> - **Hit Points** 97 (13d10 + 26)
> - **Speed** 25ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|11 (0)|14 (+2)|16 (+3)|13 (+1)|7 (-2)|
>___
> - **Damage Vulnerabilities** bludgeoning, piercing and slashing from adamantine weapons.
> - **Damage Resistances** psychic; bludgeoning, piercing and slashing from nonmagical attacks.
> - **Damage Immunities** poison
> - **Senses** passive Perception 11
> - **Languages** All, telepathy 60 ft.
> - **Challenge** 6 (2,300 XP)
> ___
> ***Psychic Shield.*** The Dragoon is protected by layer of psychic energy. At the start of its turn it gains 16 temporary Hit Points. While it has these temp hit points, it is immune to force damage.
>
> ***Antimagic Susceptibility.*** The Dragoon is incapacitated while in the area of an *antimagic field*. If targeted by *dispel magic*, the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
> ### Actions
> ***Multiattack.*** The Dragoon makes two Phase Disruptor attacks.
>
> ***Phase Disruptor.*** *Ranged Weapon Attack:* +6 to hit, range 60ft., one target. *Hit* 12 (2d8 + 3) fire damage plus 7 (2d6) psychic damage.
>
> ***Bash.*** *Melee Weapon Attack* +6 to hit, reach 5 ft., one target. *Hit* 12 (2d8 + 3) bludgeoning damage.
\page
### Immortals
Dragoon Core veterans that display exceptional battlefield talent and leadership skills can be promoted to an Immortal exoskeleton. These behemoth exosuits are walking artillery, capable of laying waste to entire armies and absorbing phenomenal amounts of damage.
___
___
> ## Firstborn Immortal
>*Huge construct, lawful good*
> ___
> - **Armor Class** 20 (natural)
> - **Hit Points** 119 (14d12 + 28)
> - **Speed** 20ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|11 (0)|14 (+2)|16 (+3)|13 (+1)|7 (-2)|
>___
> - **Damage Vulnerabilities** bludgeoning, piercing and slashing from adamantine weapons.
> - **Damage Resistances** psychic; bludgeoning, piercing and slashing from nonmagical attacks.
> - **Damage Immunities** poison
> - **Senses** passive Perception 11
> - **Languages** All, telepathy 60 ft.
> - **Challenge** 9 (5,000 XP)
> ___
> ***Psychic Shield.*** The Immortal is protected by layer of psychic energy. At the start of its turn it gains 16 temporary Hit Points. While it has these temp hit points, it is immune to force damage.
>
> ***Antimagic Susceptibility.*** The Immortal is incapacitated while in the area of an *antimagic field*. If targeted by *dispel magic*, the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
> ### Actions
> ***Phase Disruptor Cannon.*** *Ranged Weapon Attack:* +8 to hit, range 60ft., one target. *Hit* 22 (4d8 + 4) fire damage plus 14 (4d6) psychic damage.
>
> ***Bash.*** *Melee Weapon Attack* +8 to hit, reach 5 ft., one target. *Hit* 22 (4d8 + 4) bludgeoning damage.
\page
### Templar
Firstborn who have undergone decades of psionic training can ascend to the Templar Order. Those of the order are taught to harness their psychic powers to unleash elemental fury on their enemies.
___
> ## Firstborn High Templar
>*Medium humanoid, lawful good*
> ___
> - **Armor Class** 13
> - **Hit Points** 67 (15d8)
> - **Speed** 35ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|9 (-1)|16 (+3)|11 (0)|22 (+6)|16 (3)|13 (+1)|
>___
> - **Saving Throws** Int +8
> - **Skills** Perception +5
> - **Damage Resistances** lightning
> - **Damage Immunities** psychic
> - **Senses** passive Perception 13
> - **Languages** All, telepathy 60 ft.
> - **Challenge** 4 (1,100 XP)
> ___
> ***Psychic Shield.*** The High Templar is protected by layer of psychic energy. At the start of its turn it gains 10 temporary Hit Points. While it has these temp hit points, it is immune to force damage.
>
> ***Innate Spellcasting.*** The High Templar's spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell atacks). The Templar can innately cast the following spells, requiring no material components:
>
> At Will: Shocking Grasp, Hold Person
> 3/Day: Lightning Bolt, Mirror Image , Scrying
> 1/Day: Chain Lightning, Call Lightning
> ### Actions
> ***Psychic Touch*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one creature. *Hit:* 7 (2d6) psychic damage.
### Archon
Desperate times will often call for desperate measures. Such is the birth of an Archon. Two Templars nearing death with no chance of rescue can shed their physical forms and merge as one, becoming a being of pure psychic energy. Pulsing with power, a single Archon can completely overturn a battle, but at a terrible cost.
\page
___
> ## Firstborn Archon
>*Huge elemental, chaotic good*
> ___
> - **Armor Class** 15
> - **Hit Points** 126 (12d12 + 48)
> - **Speed** fly 60ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|8 (-1)|20 (+5)|18 (+4)|7 (-2)|10 (0)|9 (-1)|
>___
> - **Damage Resistances** piercing, bludgeoning, piercing and slashing from nonmagical attacks.
> - **Damage Immunities** psychic, lightning
> - **Senses** passive Perception 15
> - **Languages** All, telepathy 60 ft.
> - **Challenge** 6 (2,300 XP)
> ___
> ***Psychic Shield.*** The archon is protected by layer of psychic energy. At the start of its turn it gains 24 temporary Hit Points. While it has these temp hit points, it is immune to force damage.
>
> ***Elemental Body.*** A creature that touches the archon or hits it with a melee attack within 5 ft. of it takes 1d10 lightning damage.
>
> ***Call of the Void,*** The archon can channel its energy inward, and create a vacuum that pulls everything into a void. When thhe archon dies, everyone within 10 ft. of it must make a DC 17 Strength saving throw. Each creature takes 8d8 force damage on a failed save, of half as much on a successful one. If a creature is reduced to 0 hit points with this action, its body is pulled into the void.
> ### Actions
> ***Psionic Shockwave. (Recharge 4-6)*** A blast of energy erupts from the Archon in a 90 ft. long, 5 ft. wide line. Each creature in the line must make a DC 15 Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much on a successful one.
>
> ***Shocking Slam.*** *Melee Weapon Attack:* +5 to hit, reach 10ft., one creature. *Hit:* 14 (2d8 + 5) bludgeoning damage plus 14 (4d6) psychic damage.
### Dark Templar
In all societies there are individuals that askew the norm. Dark Templar are the pinnacle example of this trait. Purposefully severing their psychic connection to the rest of their race, they instead tap into the raw power of the void and cloak themselves in shadows. Saboteurs and assassins, renegades and revolutionaries, Dark Templar are both shunned and praised for their defence of the Firstborn.
___
> ## Firstborn Dark Templar
>*Medium humanoid, chaotic good*
> ___
> - **Armor Class** 14
> - **Hit Points** 44 (8d8 + 8)
> - **Speed** 40ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|9 (-1)|21 (+5)|12 (+1)|11 (0)|16 (3)|13 (+1)|
>___
> - **Saving Throws** Dex +7
> - **Skills** Investigation +3, Perception +6
> - **Damage Resistances** psychic
> - **Senses** passive Perception 16
> - **Languages** All, telepathy 60 ft.
> - **Challenge** 6 (2,300 XP)
> ___
> ***Psychic Shield.*** The Dark Templar is protected by layer of psychic energy. At the start of its turn it gains 16 temporary Hit Points. While it has these temp hit points, it is immune to force damage.
>
> ***Shroud of Adun.*** The Dark Templar is invisible while it is concious.
>
> ***Shadow Jump.*** The Dark Templar can use a bonus action to teleport up to 60 ft. to a point it can see.
> ### Actions
> ***Multiattack.*** The Dark Templar makes two Voidblade attacks.
>
> ***Voidblade*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 16 (2d10 + 5) slashing damage plus 14 (4d6) psychic damage.
\page
### Stalkers
An offshoot of the Dragoon design, Stalkers pilots are made up exclusively from wounded dark templar volunteers. The slimmer, more agile design allows Stalkers to maneuver around the battlefield and strike their enemies from behind before vanishing into the void.
___
___
> ## Firstborn Stalker
>*Large construct, chaotic good*
> ___
> - **Armor Class** 20
> - **Hit Points** 45 (6d10 + 8)
> - **Speed** 40ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|15 (+2)|14 (+2)|11 (+3)|13 (+1)|11 (0)|
>___
> - **Damage Vulnerabilities** bludgeoning, piercing and slashing from adamantine weapons.
> - **Damage Resistances** psychic; bludgeoning, piercing and slashing from nonmagical attacks.
> - **Damage Immunities** poison
> - **Senses** passive Perception 11
> - **Languages** All, telepathy 60 ft.
> - **Challenge** 4 (1,100 XP)
> ___
> ***Psychic Shield.*** The stalker is protected by layer of psychic energy. At the start of its turn it gains 16 temporary Hit Points. While it has these temp hit points, it is immune to force damage.
>
> ***Shadow Jump.*** The Stalker can use a bonus action to teleport up to 60 ft. to a point it can see.
>
> ***Antimagic Susceptibility.*** The Dragoon is incapacitated while in the area of an *antimagic field*. If targeted by *dispel magic*, the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
> ### Actions
> ***Multiattack.*** The Stalker makes two Particle Disruptors attacks.
>
> ***Particle Disruptors.*** *Ranged Weapon Attack:* +4 to hit, range 60ft., one target. *Hit* 9 (2d6+2) piercing damage plus 7 (2d6) psychic damage.
\page
### Image Sources
I'm no artist, and I'll never claim to be. If you'd like to find the source for all the awesome art used in this thing, just follow the links below.
https://vignette.wikia.nocookie.net/starcraft/images/8/88/Stalker_SC2_Cncpt1.jpg/revision/latest?cb=20171017020715
https://tokoldi.deviantart.com/art/Starcraft-Dark-Templar-360327420
https://vignette.wikia.nocookie.net/starcraft/images/4/48/TwilightArchon_SC2_Cncpt1.jpg/revision/latest?cb=20171023084104
https://www.pinterest.ca/pin/495677502715415056/
https://pre00.deviantart.net/ba6c/th/pre/f/2010/310/6/2/i_return_to_serve_by_vinhfx-d32a9jp.jpg
https://www.pinterest.ca/pin/475059460673091509/
https://vignette.wikia.nocookie.net/starcraft/images/0/06/Zealot_SC2_Art1.jpg/revision/latest?cb=20171016170616
### Thanks
* /u/ItsADnDMonsterNow
* ItsADnDMonsterNow's Discord
* Felix the Cat
###### Created By: Arrowjoe