# UNSC Spartan
##### A homebrewed player class for Halo-themed 5e *By Frosty114*
### Disclaimer Based on the original work by Bungie Studios. I do not claim ownership over anything related to Halo or Dungeons & Dragons. No profits will be made from the release of this supplement. Any characters depicted in images in this supplement are the property of Bungie or 343. ### Author's Note I made this class for my friend's Halo campaign for 5e. Once they're tested and ready I'll have links to other supplements that we made for this campaign (including a spartan race, weapon stats, and more) in case you want to run your own. This class is going to be updated as tests go on, so check back every now and then. Cheers! *If you have any ideas/questions/concerns, feel free to contact me at stayfrosty114@gmail.com.*
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##### UNSC Spartan | Level | Proficiency Bonus | Features | |:---:|:---:|:---|:---:| | 1st | +2 | Fighting Style, Spartan Vigor | | 2nd | +2 | Action Surge | | 3rd | +2 | Spartan Specialization | | 4th | +2 | Ability Score Improvement | | 5th | +3 | Extra Attack (1)| | 6th | +3 | Ability Score Improvement | | 7th | +3 | Specialization Feature | | 8th | +3 | Ability Score Improvement | | 9th | +4 | Spartan Resilience | | 10th | +4 | Specialization Feature | | 11th | +4 | Extra Attack (2) | | 12th | +4 | Ability Score Improvement | | 13th | +5 | Spartan Resilience (2 uses) | | 14th | +5 | Ability Score Improvement | | 15th | +5 | Specialization Feature | | 16th | +5 | Ability Score Improvement | | 17th | +6 | Action Surge (2 uses), Spartan Resilience (3 uses) | | 18th | +6 | Specialization Feature | | 19th | +6 | Ability Score Improvement | | 20th | +6 | Extra Attack (3)|
## Class Features As a Spartan, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per Spartan level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (min 6) + your Constitution modifier per Spartan level after 1st #### Proficiencies ___ - **Armor:** Mjolnir Armour mark IV or ODST Armour - **Weapons:** UNSC Loadout Weapons - **Tools:** Human Vehicles ___ - **Saving Throws:** Strength or Dexterity, Constitution - **Skills:** Choose two from Acrobatics, Athletics, Insight, Intimidation, Perception, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(Spartans)* Mjolnir Armour or *(ODST)* ODST Armour - *(a)* 1 Primary Weapon (4 magazines) and 1 Magnum (3 magazines) or *(b)* 2 Magnums (6 magazines) - A Combat Knife \page ### Fighting Style During your training, you adopted a specific fighting style to suit your specialty, choose one of the following options. #### Rifle Specialist ___ You gain a +1 bonus to Attack rolls you make with Rifles. (Including Sniper Rifles) #### Dual Wielder ___ When fighting with 2 sidearms, you may add your ability modifier to the damage of the second attack. #### Close Quarters Specialist ___ You gain a +1 bonus to Attack rolls with Shotguns and melee attacks. #### Defense ___ While wearing armour, you gain a +1 bonus to AC. ### Spartan Vigor As a Spartan, you have been trained to ignore your pain and push through the fight. On Your Turn, you can use a Bonus Action to gain Temporary Hit Points equal to 1d10 + your Spartan level. These Temporary Hit Points last until the end of Combat. 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 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. ### Spartan Specialization At 3rd level, choose a specialization to reflect the concentrated training you underwent to fill a unique role in your squad. Choose one of the following options: Infantry, Sniper, Heavy, or Combat Medic. 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 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 and to four when you reach 20th level in this class. ### Spartan Resilience 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. ## Spartan Specializations On top of basic training, spartans assigned to fireteams take on specific training to fill a unique role in their squad. The specialization you choose reflects the utility that you bring to your team. Some specializations require certain ability scores to be above a designated value to assure you are able to take on this archetype. ### Infantry You are trained in squad combat, and find strength fighting side-by-side with your spartan brothers. #### Strength in Numbers When you choose this specialization at 3rd level, if you have an ally within 5 feet of you, you have advantage on Saving Throws against being frightened. #### Selfless At 3rd level, if an ally within 5 feet of you is hit with an attack that would deal fatal damage, you can use your reaction to dive in front of them and take the damage yourself. #### Teamwork At 7th level, you may use the Help action as a bonus action to assist an ally. In addition, if an ally within 5 feet of you is forced to make a Strength or Dexterity Saving Throw, you can use your reaction to give them advantage. #### Combined Expertise At 10th level, choose 2 skills that you are proficient with. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies while you have an ally within 5 feet of you who is also proficient in that skill. #### Coordinated Tactics Starting at 15th level, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you. #### Seamless Teamwork At 18th level, you have become perfectly attuned with your squadmates. You now gain the benefits of your Strength in Numbers, Selfless, Teamwork, Combined Expertise, and Coordinated Tactics abilities when an ally is within 10 feet of you rather than 5 feet. In addition, once per long rest when an ally within 10 feet of you fails an ability check or saving throw, you can use your reaction to turn the roll into a 20. \page ### Sniper *Prerequisites: Dexterity 14, Wisdom 12* You were trained in long-range combat and gained stealth and survival skills to support you on long recon missions. #### Sniper Training When you choose this specialization at 3rd level, you gain proficiency with UNSC Sniper Rifles. #### Headhunter At 3rd level, you gain proficiency with the Stealth skill if you don’t have it already. Your movement speed increases by 5 feet, and standing up from being prone only takes 5 feet of movement. You gain a crawl speed equal to your movement speed. In addition, you no longer have disadvantage on ranged attack rolls while prone. #### Deadeye At 7th level, your attacks with Sniper Rifles no longer suffer disadvantage when attacking at the weapon’s long range. In addition, you may add your Wisdom modifier (minimum 1) to Attack and Damage rolls with Sniper Rifles. #### Sniper's Nest At 10th level, you can prepare a position from which to fire. To use this ability you must have no enemies present or they must be unaware of you. Preparation takes a full round during which you can take no other actions. When you take the attack action while in this position, you make a Dexterity(Stealth) check against the highest Wisdom(Perception) check among the enemies present. If you pass the check, you remain undetected after the attack. While in this position, you have half cover. You may use this ability once per long rest. #### Hemorrhaging Critical Upon reaching 15th level, when you score a critical hit with a Sniper rifle, the target also suffers half the damage taken at the end of its next turn. #### One Shot, One Kill At 18th level, when you hit with a Sniper Rifle attack while hidden, make a Dexterity(Stealth) check against the opponent’s Wisdom(Perception) check. If you win, the hit becomes a critical hit. You have advantage on the check if you have half cover or better. ### Heavy *Prerequisites: Strength 14, Constitution 14* Exceptionally tough, Heavies protect their squadmates by soaking up hits and laying down suppressive fire. #### Heavy Weapon Training When you choose this specialization at 3rd level, you gain proficiency in Heavy Firearms. (This includes: Rocket Launchers, Spartan Lasers, and Vehicle Turrets). #### Powerful Build At 3rd level, you have trained your body to be extraordinarily strong. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You may also attempt to grapple a creature up to one size category above yours, but you make the check with disadvantage. #### Relentless Endurance At 7th level, you are able to push past even the worst damage to keep fighting at all costs. When you are reduced to 0 Hit Points, but not killed outright, you may make a Constitution Saving Throw (DC 12). On a success, you drop to 1 Hit Point instead. The DC increases by 4 every time you use this ability and is reset to 12 after a long rest. At the end of a combat encounter, you take a point of exhaustion for every time you used this ability during the encounter. #### Cover Fire At 10th level, you can use your whole turn to lay down a spray of suppressive fire to draw the enemy’s attention. Every enemy in a 30 ft cone must make a Dexterity Saving Throw (DC 8+your proficiency bonus), taking half your weapon’s damage on a failure, and no damage on a success. Enemies in the cone have disadvantage on attack rolls against everyone except you, and if they try to attack someone else they must make a DC15 Wisdom Saving throw to resist targeting you instead. You must be wielding a weapon with a range of at least 30 ft. to use this ability. #### Devastating Critical At 15th level, your weapon attacks score a critical hit on a roll of 19-20. In addition, when you crit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your Spartan level (applied after doubling). #### 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. ### Combat Medic *Prerequisites: Intelligence 13, Wisdom 12* Those who abhor killing but still wish to serve usually take a more peaceful approach to combat, focusing on supporting and healing their allies. #### First-Aid Training When you choose this specialization at 3rd level, you gain proficiency with the Medkit and the Medicine Skill. You have advantage on Medicine checks to stabilize creatures with your Medkit. #### Chemist At 7th level, you have thoroughly researched the contents of your MedKit. You gain the ability to synthesize Biofoam and Polypseudomorphine. Over the course of a long rest, you can expend **1 use** of your Medkit to create a Biofoam canister, or **2 uses** to create a dose of Polypseudomorphine. In addition, when you use your Medkit to stabilize a creature, they regain Hit Points equal to 1d4 + your Wisdom Modifier. \page #### Synthesis Starting at 10th level, you gain the ability to synthesize specialized serums to boost your allies’ bodies. When you gain this ability, choose a formula from the table below, you learn an additional formula at 18th level. Provided you have a Medkit, you can expend 3 uses of the kit over the course of a long rest to create a serum. Injecting a serum into yourself takes a bonus action, and injecting a serum into another creature takes an action. The effects of a serum last **1 minute**. Serums do not stack on the same target, and if a creature tries to take a second serum while one is active, they must make a **DC15 Constitution saving throw**. On a failure, the target takes 6d6 Poison damage and loses the effects of both serums. On a success, they take no damage and replace the effects of the first serum with the current one. ##### Serums | Serum | Effects | |:----:|:-------------| | **Adrenaline Boost** | The target’s Dexterity score increases by 4, to a maximum of 24. In addition, their movement speed is doubled and they gain advantage on all Dexterity(Acrobatics) checks for the duration. | | **Hunter Strength** | The target’s Strength score increases by 4, to a maximum of 24. In addition, they gain advantage on Strength(Athletics) checks and count as one size larger when determining their carrying capacity and the weight they can push, drag, or lift. | | **Sensory Augment** | The target’s Wisdom and Intelligence scores increase by 2, to a maximum of 22, they gain perfect vision in darkness out to 60 feet, as well as blindsense out to 30 feet, and gain advantage on all Wisdom(Perception) and Intelligence(Investigation) checks for the duration. | #### Efficient Medic At 15th level, you have mastered the art of quickly tending to wounds in the midst of battle. You can now use your Medkit or apply Biofoam to a creature as a bonus action instead of an action. In addition, so long as it is not used overnight, your Medkit regains a number of uses equal to your Wisdom modifier at each dawn. #### Master Chemist At 18th level, you have refined your knowledge of creating serums to the point that you can create a serum over the course of 1 hour, rather than a long rest. You also learn an additional formula from the serum table. ___ > ##### Medkit (10 uses) > As an action, you may expend 1 use of the Medkit to stabilize a creature at 0 Hit Points. > > **Contents:** > - 3 Canisters of Biofoam* (single use) > - 1 dose of Polypseudomorphine* (single use) > - Stitch Kit > - Self-adhering antiseptic battle dressings > - Bandages ___ >***Biofoam.** When sprayed on a creature's wounds, the target gains 2d4+4 Temporary Hit Points that last 1 hour. For this duration, any poison condition affecting the target is suppressed. ___ >***Polypseudomorphine.** When injected into a creature, the target must make a DC 12 Constitution saving throw or fall unconscious for 1d4 hours. The creature wakes up if it takes damage.