D&D Warhammer 40k 5E (improved sheet, Tau Fire Warrior class) and What Should I Hack Next?

In case you missed the proper last post (Warhammer 40k D&D 5E Hack #20), it’s the compiled 30,000 word Google Document that contains the entire hack along with character sheets. Thanarsis has improved upon his original PDF! [Download here]

There’s also the first big mechanics contribution since Dixie came in to wrangle the equipment list–the Tau Fire Warrior class from Jacob Keagle! It’s reprinted below so let us know what you think and if it’s for the Greater Good, I’ll take a whack at sprucing it up a touch and add it proper into the hack. 😉

Before we get to that though, what should I hack next?

I’m taking requests again! There was the Beztekorps conversion the other week because someone asked for some D&D 5E Attack on Titan action,  and I’m going to keep along with the Ancient Greece New Argonauts D&D 5E Conversion, but what do you want to see on this blog? A series on Zelda perhaps? The lovable cast of 8-Bit Theater? Say so and we’ll get it in queue.

ALSO: Toy Box Monolith Games reviewed Mists of Akuma! See what they’ve got to say about my eastern fantasy noir steampunk world. 😀



Tau Fire Warrior Class

  1. Shas’saal,- Cadet
  2. Shas’la.- Front Line
  3. Shas’ui- Battle Suit
  4. Shas’vre- Bodyguard
  5. Shas’el,- Officer
  6. Shas’o- Highest military Rank
1 +2 Tau Training
2 +2 Action Surge (one use)
3 +2 Archetype Feature
4 +2 ASI
5 +3 Extra Attack x1
6 +3 ASI
7 +3 Archetype Feature
8 +3 ASI
9 +4 Archetype Feature
10 +4 Archetype Feature
11 +4 Extra Attack x2
12 +4 ASI
13 +5 Archetype Feature
14 +5 ASI
15 +5 Archetype Feature
16 +5 ASI
17 +6 Action Surge (Two Uses)
18 +6 Extra Attack X3
19 +6 Archetype Feature
20 +6 ASI

Hit Points
Hit Dice: 1d10 per Fire Warrior level
Hit Points at 1st level: 10 + Con modifier
Hit Points at Higher Levels: 1d10 (or 6) + Con modifier

Armor: Light, Medium, Heavy
Weapons: Martial Melee/Ranged. Xeno Melee/Ranged
Tools: Equipment not decided nor made yet.
Saving Throws: Dex and Wis
Skills: Choose 2 skills, History, Athletics, Stealth, Acrobatics, Perception


Tau Training Aiming
You have spent your whole life training to finally be considered a full fledge soldier and now it is time for you to finally finish off your training having become a great shot. You can use a bonus action to aim for a weak point in the enemy adding your wisdom modifier to your chance to hit.

Archetype Level

Kauyon (Way of the Patient Hunter)

3rd Stealth Training
You can hide as a bonus action and surprise hits against enemies are critical hits if they are surprised. When prone you have advantage on stealth checks

7th Precision Shot
You have advantage on spotting enemies and their weak points. You Can also shoot through full cover as long as the material is not more than 1 half inch thick.

9th Moving shot
When you move less than ten feet in a round you can lay down suppressive fire you get a -4 to attack rolls but every target of your attacks has a -4 on it’s attack rolls for that next round.

10th Blinding Shot
If you surprise an enemy the target of the attack is blinded until the end of their next turn on a failed wisdom saving throw on 8+proficiency+dex. You also get access to emp’s that can disable enemy communications unless they make a 8+pro+int intelligence saving throw or the enemy will not be able to contact any allies through electronic means. You can only do this on a short or long rest.

13th A Moving Shadow

15th Sounding Beckon
Enemy units within 100 feet will be drawn to a beacon of your design that emits a noise of depending on the target a cry for help a wounded animal ect ect upon found the beacon depending on the target will destroy attack or ect . Have 3 can make more at the end of a short rest dc intelligence save 8+Pro+Wis

19th The Patient Hunter
You have setup a trigger on the beacon that will set off a bomb within it that does 10d10 force damage on a dex saving throw equal to 8+Proficiency+Wis and take half stunning paralyzing enemies on a failed save.

Mont’Ka (The Killing Blow)

3rd Mobile Warfare
You can disengage and dash as a bonus action. You can mark targets for destruction and you  can add 1d6 damage to the target of your attack increases to 2d6 at level 7 3d6 at level 11 4d6 at level 15 and 5d6 at level 19. You can only do this a number of time equal to you wisdom modifier.

7th Evasive Maneuvers
Enemies have disadvantage opportunity attacks made against you. As a reaction to being hit by a melee attack you can (attack as a reaction or move 30 feet invoking an opportunity attacks as a reaction). Not affected by non magical rough terrain penalties.

9th Head to Head Combat
You no longer have disadvantage on targets that are within 5 feet with weapons weapons. When you charge an enemy you can – 5 to hit and +5 as long as you dashed and moved at least twenty feet that turn.

10th Shock and Awe
You are moving at such speed and foursocity the enemy is stunned by the assault  possible leading to an all out route. If you kill 2 or more enemies in a single round all enemies within 10 feet of the target of your attack the enemies must make a 8+proficiency+Wis Wisdom saving throw or be frightened until they make the save.  Expands to 15 feet at level 15

13th Cutting off the Snakes head
While aiming if you get a headshot add an extra set of hit di to the damage rolls as long as the target is marked.

15th A Rolling Tide
When you fire upon a frightened enemy  they have to move another ten feet away from you one direction you choose. If they end up passing nearby units they enemy units must make a wisdom saving throw against shock and awe or also be frightened and move ten feet away as well,

19th The Killing Blow
When you aim you get to add your wisdom modifier to the damage.


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