Warhammer 40k D&D 5E – Cognitae Agent, Dreadnought, Rogue Psyker (Hack #13)

What are the previous hack posts about?

First post general rules, the Corruption ability score, new skills, a hit selection system, races, character backgrounds, the psyker feat.
Second post the (shared) Resources party attribute, the Lucky Bastard feat, new martial weapons, new ranged weapons, new extremis weapons, power armor
Third post Apothecary monk archetype, Chaplains, and the Imperial Guard Veteran archetype
Fourth post Assault space marine barbarian archetype and the Imperial Commissar fighter archetype
Fifth post Psyker sorcerer archetype, Grey Knight warlock archetype, and Sisters of Battle monk archetype
Sixth post ASSASSINORUM CLADES! My favorite. ❤
Seventh post Inquisitors (warlock archetype) and Grey Knight space marines (paladin archetype)
Eighth post Sneaky space marines (I am Alpharius) and Rogue Trader bards!
Ninth post Techmarine mad scientists and Tech-Priest scrappers (both are classes with free PDFs)
Tenth post One of the underappreciated bits of Abnett’s work (Enuncia; note that I took a few liberties with it) and doling out the chaos template before the monster statblock posts begin
Eleventh post More in-depth and specific advice about xenos reskins (definitely handy for the GM!) along with unarmed, armored, and chaos space marine statblocks
Twelfth post Librarian and Techmarine statblocks (along with quick rules to reskin an archmage into a tech priest NPC)

Today’s Post covers the agents of chaos, specifically my favorite cult (the Cognitae from Dan Abnett’s Ravenor series–I’m definitely aiming at Zygmunt Molotch here) and a general psyker statblock.

COGNITAE AGENT

Medium humanoid, any evil
Armor Class 19 (Intelligence)
Hit Points 150 (20d8+60)
Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 19 (+4) 17 (+3) 20 (+5) 20 (+5) 20 (+5)

Saving Throws Cognitae Agents gain their proficiency bonus (+5) to all saving throws.
Skills Cognitae Agents are proficiency (+5) with all skills. In addition, they have advantage on Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Religion, Sleight of Hand, Stealth, and Technology checks.
Damage Resistances poison, psychic
Condition Immunities frightened
Senses passive Perception 25
Languages Low Gothic, High Gothic, and at least 6 other languages
Challenge 13 (10,000 XP)
Cunning Action. On each of their turns, the Cognitae Agent can use a bonus action to take the Dash, Disengage, or Hide action. The Cognitae Agent may also use their bonus action to Dodge, but must wait 1 round before doing so again.
Enuncia. After uttering an enuncia, any more uses of that word before the Cognitae Agent takes a long rest double the self-inflicted damage caused by it.
Explivas – Explosion (Bonus Action, 4 self-inflicted damage). The Cognitae Agent spits out a word of primal malice that manifests into a wave of force. The Cognitae Agent makes a ranged attack roll against a creature within 30 feet. On a hit they deal 1d12+2 thunder damage. On a critical hit, the creature is knocked prone.
Sana – Healing (Action, 5 self-inflicted damage). The Cognitae Agent whispers words of conjuring that destroy and rework their own flesh. At the start of the Cognitae Agent’s next turn, they regain 5d8+5 hit points. Unlike other enuncia, the repeated use of this word has cumulative penalties (10 damage for second use, 20 damage for third use, 40 damage for fourth use).

Anteactus – Hindsight (Action, 12 self-inflicted damage). The Cognitae Agent utters a jibbering of syllables that pluck along the chords of fate, bringing the energies of moments in the past to their senses. As long as they remain motionless, the events of the past reveal themselves. Remaining motionless requires a concentration check every 30 seconds (DC 5 + 1 per previous check). If a creature is in combat within 30 feet, the Cognitae Agent has disadvantage on the concentration check.

  • After 1 minute the Cognitae Agent can sense the strongest emotion associated with an area or object they are touching.
  • After 2 minutes the Cognitae Agent can glean the general features of the creature the emotion belongs to.
  • After 3 minutes the Cognitae Agent has a clear mental image of the creature the emotion belongs to.
  • After 4 minutes the Cognitae Agent learns the person’s basic details (in what city they live, what their job is, and so on).
  • After 5 minutes the Cognitae Agent learns the person’s name.

Praesens – Foresight (Bonus Action, 10 self-inflicted damage). The Cognitae Agent whispers a questioning word from the void and in return they are gifted with glimpses of possible futures. The Cognitae Agent has advantage on their next d20 roll.
Excaeco – Paralysis (Action & Bonus Action, 20 self-inflicted damage). The Cognitae Agent pulverizes their mouth to shout a potent word of command. The Cognitae Agent chooses a creature within 60 feet and makes a Strength saving throw opposed by the target’s Charisma saving throw. On a success, the Cognitae Agent paralyzes the creature until the beginning of the Cognitae Agent’s next turn.
Nilum – Senseless (Action, 8 self-inflicted damage). The Cognitae Agent utters a baffling word that muddles the senses. The Cognitae Agent chooses a creature within 30 feet and makes a Wisdom saving throw opposed by the target’s Wisdom saving throw. On a success, the Cognitae Agent makes the creature blind and deaf until the end of the Cognitae Agent’s next turn. By spending a bonus action on their next turn and dealing 4 points of damage to themselves to continue uttering, the Cognitae Agent may extend the duration of the creature’s blindness and deafness by 1 round.
Evasion. If the Cognitae Agent is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Cognitae Agent instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Minor Enuncia. The Cognitae Agent knows the light, mage hand, message, prestidigitation and vicious mockery cantrips (spell save DC 18).
Sneak Attack (1/Turn). The Cognitae Agent deals an extra 42 (12d6) damage when they hit a target with a weapon attack and have advantage on the attack roll, or when the target is within 5 feet of an ally of the Cognitae Agent that isn’t incapacitated and the Cognitae Agent doesn’t have disadvantage on the attack roll.
Void Shield. When activated with a bonus action, this device emits a forcefield around the Cognitae Agent. Whenever the Cognitae Agent would take damage, the forcefield is damaged first. The forcefield has 30 hit points and regenerates 1 hit point each round. When a forcefield is reduced to 0 hit points, the void shield breaks and requires a DC 20 Intelligence (Technology) check and 1 minute of work to repair. Deactivating a void shield is a reaction.

ACTIONS
Multiattack. The Cognitae Agent attacks three times.
Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.
Archeodagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d8+4) piercing damage. When using this attack the Cognitae Agent ignores any bonus to AC that the target gains from armor.
Archeopistol. Ranged Weapon Attack: +9 to hit, range 200/800, one target. Hit: 17 (3d8+4) force damage. When using this attack the Cognitae Agent ignores and bonus to AC that the target gains from armor.

REACTIONS
Uncanny Dodge. When an attacker that the Cognitae Agent can see hits them with an attack, the Cognitae Agent can use their reaction to halve the attack’s damage against them.

DREADNOUGHT

Huge construct, any alignment (depending on Chaos or Imperium)
Armor Class 17 (natural)
Hit Points 230 (20d12+100)
Speed 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 20 (+5) 15 (+2) 16 (+3) 14 (+2)

Saving Throws Str +11, Con +10, Int +7
Skills Athletics +11, History +7, Intimidation +7, Investigation +7, Perception +12
Damage Resistances acid, cold, fire, radiant, thunder; bludgeoning, piercing, slashing
Damage Immunities poison
Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 500 ft., passive Perception 22
Languages Battlecant, High Gothic, Low Gothic
Challenge 14 (11,500 XP)
Magic Resistance. The dreadnought has advantage on saving throws against spells and other magical effects.
Siege Monster. The dreadnought deals double damage to objects and structures.
Source of Inspiration. By spending a bonus action, the dreadnought chooses a creature within 50 feet able to see and hear them. The target gains a move action, bonus action, or reaction to take before the start of the dreadnought’s next turn.

ACTIONS
Multiattack. The dreadnought attacks twice with their battleclaw or three times with their assault cannon.
Battleclaw. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 45 (6d12+6) magical bludgeoning damage.
Assault Cannon. Ranged Weapon Attack: +7 to hit, range 400/800, one target. Hit: 15 (2d12+2) magical bludgeoning damage plus 7 (2d6) fire and 7 (2d6) thunder.

There are a lot of different ways to go about this and for certain psykers (my pyro-boi Vaun what whaaat!) you’ll want to lean into the elements a little harder (on the spell list swap in flame bolt, burning hands, scorching ray, fireball, fire shield, delayed blast fireball), but for your generalized Warp-loving psyker this is a good place to start.

ROGUE PSYKER

Medium humanoid, any evil
Armor Class 18 (psy-field)
Hit Points 130 (20d8+40)
Speed 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 17 (+3) 18 (+4) 20 (+5)

Saving Throws Int +8, Wis +9, Cha +10
Skills Arcana +8, Insight +9, Perception +19, Religion +8, Stealth +8
Damage Resistances psychic
Senses passive Perception 19
Languages Low Gothic, High Gothic; telekinesis 150 ft.
Challenge 13 (10,000 XP)

Power of the Warp. As a bonus action the Rogue Psyker can expend power to create one of the following effects. When they do so, roll 1d20. On a 20, roll once on the Wild Magic Surge table. On a result of 1, the Rogue Psyker makes a Wisdom saving throw (DC 5 + 1 per previous save since last long rest) and on a failure they become possessed by a daemon (of the GM’s choice; as the dominate monster and true polymorph spells).

 

  • Bewitch. The Rogue Psyker chooses a creature they can see within 60 feet. The creature makes a DC 18 Intelligence saving throw or gains the poisoned condition. By spending an action to activate this feature the Rogue Psyker stuns the creature instead.
  • Elemental Blast. Choose one of the following elements (once chosen, this element cannot be changed): cold, fire, lightning, or thunder. The Rogue Psyker makes a spell attack against a creature or object they can see within 60 feet. On a hit, the target takes 32 (6d8+5) damage of the chosen element.
  • Psy-Blast.  The Rogue Psyker makes a spell attack against a creature or object they can see within 120 feet. On a hit, the target takes 27 (4d10+5) psychic damage.
  • Psy-Deflect. Until the start of the Rogue Psyker’s turn, the Rogue Psyker’s AC increases by +5 and they have advantage on Dexterity saving throws. While this is active if the Rogue Psyker is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Rogue Psyker instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Telekinetic Throw.

Spellcasting. The Rogue Psyker is a 13th-level spellcaster that uses Charisma as their spellcasting ability (spell save DC 18; +18 to hit with spell attacks). The Rogue Psyker has the following spells prepared:

  • Cantrips: dancing lights, eldritch blast, guidance, mage hand, minor illusion
  • 1st-level (4 slots): charm person, detect magic, disguise self, feather fall, hex
  • 2nd-level (4 slots): blur, cloud of daggers, detect thoughts, suggestion
  • 3rd-level (3 slots): counterspell, fear, haste, slow
  • 4th-level (3 slots): confusion, improved invisibility, stoneskin
  • 5th-level (2 slots): animate objects, dominate person, telekinesis
  • 6th-level (2 slots): disintegrate, eyebite
  • 7th-level (1 slot): symbol

ACTIONS
Unarmed. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.
Bolt Pistol. Ranged Weapon Attack: +8 to hit, range 300/600, one target. Hit: 9 (1d12+3) bludgeoning damage.

REACTIONS
Uncanny Dodge. When an attacker that the Rogue Psyker can see hits them with an attack, the Rogue Psyker can use their reaction to halve the attack’s damage against them.

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Warhammer 40k D&D 5E – Mechanicus, Techmarine, and Librarian Statblocks (Hack #12)

We have finally caught up to my backlog and now I’m statting up monsters every week for the Warhammer 40k D&D 5E Hack!

Last week I got more into the whole “reskin statblocks” bit for xenos and standard NPCs (along with some Space Marine statblocks) and today we’re delving back into the technology side of things. Plus a Librarian for good measure.

BUT FIRST–what are those first 10 hack posts about? PLAYERS!

First post general rules, the Corruption ability score, new skills, a hit selection system, races, character backgrounds, the psyker feat.
Second post the (shared) Resources party attribute, the Lucky Bastard feat, new martial weapons, new ranged weapons, new extremis weapons, power armor
Third post Apothecary monk archetype, Chaplains, and the Imperial Guard Veteran archetype
Fourth post Assault space marine barbarian archetype and the Imperial Commissar fighter archetype
Fifth post Psyker sorcerer archetype, Grey Knight warlock archetype, and Sisters of Battle monk archetype
Sixth post ASSASSINORUM CLADES! My favorite. ❤
Seventh post Inquisitors (warlock archetype) and Grey Knight space marines (paladin archetype)
Eighth post Sneaky space marines (I am Alpharius) and Rogue Trader bards!
Ninth post Techmarine mad scientists and Tech-Priest scrappers (both are classes with free PDFs)
Tenth post One of the underappreciated bits of Abnett’s work (Enuncia; note that I took a few liberties with it) and doling out the chaos template before the monster statblock posts begin

Right then! Remember that these are NPCs good to have some better equipment so dole out cooler weapons from Hack #2!

Badass Tech Priest/other Mechanicus. This is an easy one–take an Archmage, remove time stop, give it a mechadendrite or two, a couple nice guns, 2-3 attacks a round, and a servo-arm. If you want some servoskulls you should probably check out the Tech-NPC post and work out some summaries of your own, but basically treat them as familiar homunculi with the construct type and no poison attack.

Mechadendrite. You can use your mechadendrite to directly interact with human-constructed machinery and while doing so have advantage on Intelligence (Technology) checks made with a device. In addition, you may use it to make melee weapon attacks (using your spell attack bonus) with a reach of 10 feet, dealing 1d8 + your Intelligence modifier bludgeoning damage on a successful hit.
Servo-Arm. Your servo-arm can be used to pick up and hold objects but nothing that requires fine dexterity (such as typing on a dataslate or soldering a pair of goggles), treating its Strength score as 20. In addition, you may spend a bonus action to use it to make a melee weapon attack (using your spell attack bonus) against a creature within 5 feet, dealing 1d12 + 5 bludgeoning damage on a successful hit.

TECHMARINE

Large humanoid (adeptus astartes), any
Armor Class 17 (Mark VI power armor)
Hit Points 85 (10d10+30) regeneration 1 hp/minute
Speed 40 ft., jump 30 ft. horizontal/20 ft. vertical

STR DEX CON INT WIS CHA
21 (+5) 17 (+3) 16 (+3) 16 (+3) 12 (+1) 11 (+0)

Saving Throws Str +8, Con +6, Int +6
Skills Athletics +8, Investigation +6, Perception +4 (advantage), Stealth +6, Survival +4, Technology +9
Damage Resistances cold, fire, poison
Senses darkvision 120 ft., passive Perception 19
Languages Battlecant, Binary, High Gothic, Low Gothic
Challenge 7 (2,900 XP)

Action Surge (1/short rest). On the techmarine’s turn, he can take one additional action on top of his regular action and a possible bonus action.
Autofire. As a bonus action, the techmarine can fire his bolt rifle with disadvantage.
Powered Armor. The techmarine’s carrying weight doubles, he reduces all falling damage by 30, and he’s immune to all gas-based attacks (while the suit remains unbreached). In addition, he ignores the first 5 points of damage whenever he takes damage that isn’t psychic.
Second Wind (1/short rest). On his turn, the techmarine can use a bonus action to regain 1d10+2 hit points.
Servo-Arm. The techmarine can use his servo-arm to pick up and hold objects but nothing that requires fine dexterity (such as typing on a dataslate or soldering a pair of goggles), treating its Strength score as 20. In addition, he may spend a bonus action to use it to make a melee weapon attack with his servo-arm.
Space Marine Organs. The techmarine ignores 1 point of damage whenever taking damage, can track and absorb memories by consuming genetic material, and has advantage on saving throws against disease and poison.
Techno-Gadgets: The techmarine’s techno-gadgets weigh 1 pound per spell level. The AC of a techno-gadget is equal to his AC while it is on his person and each has 20 hit points. While not in the techmarine’s possession, his techno-gadgets have an AC equal to 10 + spell level. Other creatures are unable to understand how his techno-gadgets function and only the techmarine is able to use them.

  • Cortex Disassembler (1/long rest). The techmarine can cast fear or hypnotic pattern once without expending a spell slot.
  • Defribrilator (1/long rest). The techmarine can cast revivify once without expending a spell slot.
  • Spatial Prism (1/long rest). The techmarine can cast mirror image or see invisibility once without expending a spell slot.

Weaponized Technology (Recharge on short rest). The techmarine is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 12; +4 to hit with spell attacks). The techmarine can cast the following spells, though only when his technological weapons are on his person:

  • Cantrips: acid splash, eldritch blast, fire bolt, poison spray
  • 3rd-level (3 spell slots): acid arrow, grease, lightning bolt, shatter, sleep, stinking cloud

ACTIONS
Multiattack. The techmarine attacks twice (not including attacks made by using bonus actions).
Unarmed. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d6+5) bludgeoning damage.
Chainsword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8+5) bludgeoning if wielded in one hand or 10 (1d10+5) bludgeoning if wielded in two hands. While rending is active, increase one-handed damage by 5 (1d10) slashing and two-handed damage by 9 (2d6+2) slashing.
Bolter. Ranged Weapon Attack: +8 to hit, range 300/600, one target. Hit: 12 (2d8+3) bludgeoning damage plus 3 (1d6) thunder damage.
Servo-Arm. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (1d12+5) bludgeoning damage.

LIBRARIAN (for a chaos sorcerer space marine, use the template)

Large humanoid (adeptus astartes), any good or lawful neutral
Armor Class 19 (Mark VI power armor, psyker field)
Hit Points 119 (14d10+42) regeneration 1 hp/minute
Speed 40 ft., jump 30 ft. horizontal/20 ft. vertical

STR DEX CON INT WIS CHA
21 (+5) 17 (+3) 16 (+3) 14 (+2) 19 (+4) 14 (+2)

Saving Throws Str +9, Con +7
Skills Arcana +6, Athletics +9, Perception +8 (advantage), Stealth +7, Survival +8
Damage Resistances cold, fire, necrotic, poison, psychic
Senses darkvision 120 ft., passive Perception 23
Languages Battlecant, High Gothic, Low Gothic; telepathy 100 ft.
Challenge 11 (7,200 XP)

Action Surge (1/short rest). On the space marine’s turn, he can take one additional action on top of his regular action and a possible bonus action.
Autofire. As a bonus action, the space marine can fire his bolt rifle with disadvantage.
Magic Resistance. The librarian has advantage on saving throws against spells and other magical effects.
Powered Armor. The space marine’s carrying weight doubles, he reduces all falling damage by 30, and he’s immune to all gas-based attacks (while the suit remains unbreached). In addition, he ignores the first 5 points of damage whenever he takes damage that isn’t psychic.
Second Wind (1/short rest). On his turn, the space marine can use a bonus action to regain 1d10+2 hit points.
Space Marine Organs. The librarian ignores 1 point of damage whenever taking damage, can track and absorb memories by consuming genetic material, and has advantage on saving throws against disease and poison.
Spellcasting. The librarian is an 11th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). As long as he has any spell slots left the librarian increases his AC by 2 and can cast invisibility at will. He has the following spells prepared:

  • Cantrips (at will): eldritch blast, fire bolt, light, mage hand, shocking grasp
  • 1st level (4 slots): detect magic, identify, magic missile
  • 2nd level (3 slots): detect thoughts, mirror image, misty step
  • 3rd level (3 slots): counterspell, fireball, fly, lightning bolt
  • 4th level (3 slots): banishment, fire shield, stoneskin
  • 5th level (3 slots): cone of cold, scrying, wall of force
  • 6th level (1 slot): globe of invulnerability

ACTIONS
Multiattack. The librarian casts one spell and makes an attack or he attacks twice (neither accounting for his bonus action).
Unarmed. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6+5) bludgeoning damage.
Power Sword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8+5) if wielded in one hand, 10 (1d10+5) if wielded in two hands; plus 4 (1d8) force and 7 (2d6) psychic
Bolter. Ranged Weapon Attack: +9 to hit, range 300/600, one target. Hit: 12 (2d8+3) bludgeoning damage plus 3 (1d6) thunder damage.

PAX Unplugged & Operation: Nazi Smasher

Like any convention’s first run PAX Unplugged had some issues. After being out of the office for nearly two weeks I’ve got a backlog I’m going to tackle, but I wanted to share my thoughts before doing that–so here we are.

Image result for pax unplugged

ENFORCERS
There were a few problems with the convention but the staff were excellent–one of them straight up bought me a soda when I asked for one. That guy set where the bar for staff excellence is at now.

SCHEDULING ANYTHING
Simultaneous events (a law enforcement convention and the Philadelphia marathon) didn’t help out off-site and the lack of any game scheduling ahead of time was just a terrible oversight. Fortunately being an exhibitor let me sit down for a Starfinder game (in Paizo’s booth) before that hall opened, but otherwise there was no reasonable way for me to play a tabletop RPG–I had to be in the booth at certain times to work, and in order to get into a game you get into a line at the beginning of the day and after a couple hours maybe you lucked out. This is a drag for any con-goer but straight up impossible if you’re on a work schedule.

PENNSYLVANIA CONVENTIONS ARE DISAPPOINTMENTS
There’s this crap habit of conventions going on in Pittsburgh every 3-4 months where you get a dealer’s hall, maybe some magic card tournaments, and then a bunch of autographs. Real RPG conventions just aren’t allowed here or something? I dunno–mad that I missed SibCon because it sounds like that might’ve broken the curse, but I was really hoping PAX Unplugged would do it. :/ There were a half-dozen seminars that maybe were of some interest to me as a game designer, but really this first year PAX Unplugged was a place for celebrity fandom and board gaming.

I’m sincerely glad that folks had a good time (there were a lot of people walking around super pleased with their experience) but this one was kind of a wash for me. Managed to get some important things done, had a great time as far as booth-work goes (Syrinscape is great and useful for everybody and all I had to do was give away free stuff so it was a breeze), ate at a spot in Philly Chinatown that has eluded me several times before (BEST DIM SUM – OCEAN HARBOR), and had no personal issues with the hotel (although I believe the people putting me up did). My actual convention experience though was limited to a Starfinder game I got into by privilege (early access to the exhibitor’s hall) and one seminar–if I go to work a booth here again, it’s probably going to require some more compensation because as it was this year there was no other way for me to enjoy the convention.

Nazi Smasher BANNERThis adventure is finally available! All of its proceeds go to the SPLC and Black Lives Matter so check out www.operationnazismasher.com and grab its PDF, a print copy, or the Roll20 module! If you’re into high-level Pathfinder adventures and want to help us fight nazis, please check it out!

Here’s the full rundown:

Hypercorps 2099 adventure set in WW2 for PCs of 16th level, 8th level [Hyper Score 6], or 8th level (Mythic Rank 5-6) using the Pathfinder Roleplaying Game and Hyper Score rules.

After the despicable display of bigotry and hatred in Charlottesville VA in August 2017 a group of artists, designers, and writers joined me to do something about it. This thrilling adventure is the result of our work and the proceeds of every single purchase go directly to charitable efforts focusing on anti-hatred causes (specifically but not limited to the Southern Poverty Law Center and Black Lives Matter).

Everything you need to play the game is included and you have our gratitude for taking part in the fight against injustice. Go pick your favorite patriotic superhero from Task Force V (or make your own) and smash some nazis!

What’s inside Operation: Nazi Smasher:

  • Cover artwork by world renowned illustrator Claudio Pozas
  • A full color 19 page adventure for raiding the bowels of Castle Verzweifer, the last and most desperate effort of the Reich’s final days at the end of World War 2
  • Four full-page maps for a nazi outpost, the exterior of Castle Verzweifer, and the dungeons below it
  • Original illustrations for every character in the module as well as full-page pieces by a coterie of great artists
  • A dozen different nazi statblocks to defeat including SS soldiers, genetically modified commandos, occult mages, mad scientists, and Baroness von Helena Kriegstalhz the Heldenschlager (Killer of Heroes)
  • TASK FORCE V: A team of 7 alter sapiens in one of the Allied Forces’ most powerful teams of special agents—enough pregenerated PCs that the game can begin as soon as the last player sits down at the table [included in print, separate download for PDF]
  • The entire Hyper Score system with revisions, improvements, and updates from its original iteration so if the party wants to make their own patriotic super heroes, everything they need is available
  • A reprint of the Veloces base class for the player that demands to be a speedster
  • PDF for printing out Character Pawns for every NPC and pregenerated PC in the adventure [included in print, separate download for PDF]
  • High-resolution versions of all the maps for use with VTT (4 versions of each map)

Warhammer 40k D&D 5E – Chaos Template and Enuncia (Hack #10)

Before this post goes anywhere there’s two things folks should know–I’m not actually “in the office” right now and I won’t be for more than a week, so there isn’t a post going up next Friday (come back on 11/24).

The second thing is that Dan Abnett is fucking spectacular. He is far and away the person most responsible for getting me addicted to the grimdark future and I can’t say enough good things about his work. If for some awful reason nobody has exposed you to it yet, please, please go find a copy of one of the (many amazing) Gaunt’s Ghosts novels or something from Eisenhorn or (if you want what I felt was arguably a more compelling series because who doesn’t want a psychic casket protagonist?!) Ravenor or any of the anthologies with his work. You will not be disappointed.

PS: If last week you were like “wow Mists of Akuma Roll20 modules!” check it out because there are now 6 (including one that has versions in D&D 5E and Shadow of the Demon Lord) over on their marketplace. 😀

thomas brakes

ON TO THE HACK!

First post general rules, the Corruption ability score, new skills, a hit selection system, races, character backgrounds, the psyker feat.
Second post the (shared) Resources party attribute, the Lucky Bastard feat, new martial weapons, new ranged weapons, new extremis weapons, power armor
Third post Apothecary monk archetype, Chaplains, and the Imperial Guard Veteran archetype
Fourth post Assault space marine barbarian archetype and the Imperial Commissar fighter archetype
Fifth post Psyker sorcerer archetype, Grey Knight warlock archetype, and Sisters of Battle monk archetype
Sixth post ASSASSINORUM CLADES! My favorite. ❤
Seventh post Inquisitors (warlock archetype) and Grey Knight space marines (paladin archetype)
Eighth post Sneaky space marines (I am Alpharius) and Rogue Trader bards!
Last post Techmarine mad scientists and Tech-Priest scrappers (both are classes with free PDFs)
TODAY’S POST We’re getting into one of the underappreciated bits of Abnett’s work (Enuncia; note that I took a few liberties here) and doling out the chaos template before the monster statblock posts begin. 😀

Yes, yes, I know this is a terrible not-covered-in-ornate-golden-skulls example, but unfortunately Enuncia doesn’t have any artwork (that I am aware of).

FEAT: Enuncia

Prerequisites: Intelligence 16, evil alignment
You know a number of Enuncia equal to half your proficiency bonus, selected from the list below. After uttering an Enuncia, any more uses of that Enuncia in the next 24 hours double their negative effects. Once you have learned one type of Enuncia, you may not select from that type again until you have learned at least one Enuncia from all other types. This feat may be selected multiple times.

Noun: Admordeo. As a reaction after you hit a living creature with a weapon attack that deals piercing or slashing damage, you hiss a word of bloodlust, dealing 6 points of damage to yourself. Your attack deals an additional amount of damage equal to half your proficiency bonus

Noun: Explivas. As a bonus action you spit out a word of primal malice that manifests into a wave of force, dealing 4 points of damage to yourself. Make a ranged attack roll against a creature within 30 feet. On a hit you deal 1d12 thunder damage plus your Strength modifier. On a critical hit, the creature is knocked prone.

Adjective: Anteactus. As an action, you utter a jibbering of syllables that pluck along the chords of fate, dealing 12 points of damage to yourself and bringing the energies of moments in the past to your senses. As long as you remain motionless, the events of the past reveal themselves to you:

  • After 1 minute you can sense the strongest emotion associated with an area or object you are touching.
  • After 2 minutes you can glean the general features of the creature the emotion belongs to.
  • After 3 minutes you have a clear mental image of the creature the emotion belongs to.
  • After 4 minutes you learn the person’s basic details (in what city they live, what their job is, and so on).
  • After 5 minutes you learn the person’s name.

Remaining motionless requires a concentration check every 30 seconds (DC 5 + 1 per previous check). If a creature is in combat within 30 feet, you have disadvantage on the concentration check.

Adjective: Praesens. As a bonus action, you whisper a questioning word from the void, dealing 10 points of damage to yourself, but in return you are gifted with glimpses of possible futures and likely outcomes. You have advantage on your next d20 roll.

Verb: Excaeco. As an action and bonus action, you pulverize your mouth to shout a potent word of command, dealin 20 points of damage to yourself. Choose a creature within 60 feet and make a Strength saving throw opposed by the target’s Charisma saving throw. On a success, you paralyze the creature until the beginning of your next turn.

Verb: Nilum. As an action, you utter a baffling word that muddles the senses, dealing 8 points of damage to yourself. Choose a creature within 30 feet and make a Wisdom saving throw opposed by the target’s Wisdom saving throw. On a success, you make the creature blind and deaf until the end of your next turn. By spending a bonus action and dealing 4 points of damage to yourself to continue uttering, you may extend the duration of the creature’s blindness and deafness by 1 round.

Ran into this picture and SUPER MAD PROPS on your amazing costume!
EMBRACE THE CANIS HELIX AND DESTROY YOUR ENEMIES!

Chaos Template

The chaos template can be added to any living creature (in particular the space marine that appears in the next post!) It should be noted that this template means a creature has completely and irredeemably fallen, drinking deep from the Warp–a typical traitor space marine doesn’t need this, but if they’re a Veteran of the Long War it is definitely appropriate.

Alignment. Chaos creatures are chaotic evil.
Armor Class. Chaos creatures gain a natural armor of 2.
Speed. Chaos creatures increase all of their movement speeds by 10 feet.
Ability Scores. Chaos creatures choose two physical or mental attributes to increase by 2. They choose one of their opposite attributes (mental is opposite physical) to decrease by 4.
Resistances. Chaos creatures have resistance to necrotic and poison damage.
Poison Resistant. Chaos creatures have advantage on saving throws against disease and poison.
Senses. Chaos creatures gain darkvision 120 feet.
Vulnerabilities. Chaos creatures are vulnerable to radiant damage.
Languages. Chaos creatures speak and understand Warpspeech.
Magical Attacks. Chaos creatures weapon attacks are magical and they gain a +1 bonus on weapon attack rolls and damage rolls.
Challenge Rating. Chaos creatures increase their CR by 1. Do not recalculate proficiency bonus.

Warhammer 40k D&D 5E – Infiltrator Space Marines and Rogue Traders (Hack #8)

Check out the first post for:

  • general rules, the Corruption ability score, new skills, a hit selection system, races, character backgrounds, the psyker feat.

See the second post for:

  • the (shared) Resources party attribute, the Lucky Bastard feat, new martial weapons, new ranged weapons, new extremis weapons, power armor

What’s in the third post?

  • Apothecary monk archetype, Chaplains, and the Imperial Guard Veteran archetype

What have you got in that there fourth post

  • Assault space marine barbarian archetype and the Imperial Commissar fighter archetype

Aaand the fifth post?

  • Psyker sorcerer archetype, Grey Knight warlock archetype, and Sisters of Battle monk archetype

What the post after that?

  • ASSASSINORUM CLADES! My favorite. ❤

The last post?

  • Inquisitors (warlock archetype) and Grey Knight space marines (paladin archetype)

TODAY’S POST WHAT IS IN TODAY’S POST DAMNIT

  • Sneaky space marines (I am Alpharius) and Rogue Trader bards!

Infiltrator Space Marine (Ranger)

Space marines are a varied lot with a wide variety of roles–those that excel in stealth during their training periods as scouts lead new recruits, head sabotage missions, move into enemy territory to launch flanking ambushes, and move unseen across the battlefield. [Note: Of the various space marine archetypes, this and the assault space marine are ideal for use with orks.]

Infiltration Specialist
Unlike other ranger archetypes, you choose to become an infiltrator space marine at 2nd level. You do not gain spellcasting, instead gaining proficiency with one ranger skill or any tool kit of your choice. At 5th, 9th, 13th, and 17th level you gain proficiency in an additional ranger skill or any tool kit of your choice.

Expertise
At 3rd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 7th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Know Thine Prey
Also at 3rd level, instead of Primeval Awareness your weapon attacks against a favored enemy deal an additional 1d4 damage. Whenever you reach 9th level in this class, the additional damage increases to 1d8. When you reach 15th level in this class, the additional damage increases to 2d6.

Implacable Resolve
Beginning at 7th level, you have advantage on saving throws to resist the charmed and frightened conditions.

Extra Attack (2)
Starting at 11th level, you may attack three times (instead of twice) when you take the attack action.

Experienced Astartes
At 15th level, you’ve honed your talents for killing the foes that the Imperium has set before you. When attacking a favored enemy, the additional damage you deal increases to 4d6.

Rogue Trader (Bard)

You are a trusted Imperial servant, given a ship, a crew, a contingent of marines and the right to go wherever you so desire. You generally survey uninhabited worlds near to the fringes of Imperial space and on the Eastern Fringes where the Astronomican does not reach, but your Trade of Writ gives you leave to barter with xenos and carry creations that would otherwise bring you into the targeting sights of The Inquisition.

Xenos Devices
Unlike other bard archetypes, you choose to be a rogue trader at 1st level. As a rogue trader you gain access to a wide variety of exotic xenos-designed technological devices that produce effects identical to spells without the touch of the Warp. When you cast spells, you do so by activating these small devices, making them a requirement for the casting of all spells as though they were arcane or divine focuses. For each spell you know you come into possession of a new device that you manage to activate as often as your bard level’s spell slots allow. Your spells are immune to antimagic field, counterspell, and dispel magic.
These devices weigh 2 pounds for cantrips or half a pound per spell level. The AC of these items is equal to your AC while they are on your person and they have a number of hit points equal to twice your bard level. While not in your possession, one of your devices has an AC equal to 10 + spell level. Other creatures are unable to understand how your xenos devices function and only you are able to use them to cast spells. Unlike a regular bard, you may not replace any of your spells known when you gain a new bard level. Should one of your xenos devices be destroyed, it costs you 500 gp per spell level to find a suitable replacement (which must be of the same spell known).

Cosmic Diplomat
Beginning at 3rd level, your travels to the far reaches of space have taught you the nuances of all manner of communication–verbal, nonverbal, olfactory, and otherwise. You may spend a bardic inspiration die as a bonus action to gain advantage to your next Charisma (Deception), Charisma (Persuasion), or Wisdom (Insight) check.

Xenos Weaponeer
Also at 3rd level, you gain proficiency in two xenos weapons of your choice. At 6th and 14th level, you gain proficiency in two more xenos weapons of your choice.

Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Displacer Field
At 14th level, you get the perfect accoutrement–a device that emits a forcefield around your person, increasing your AC to 12 + your proficiency bonus + your Dexterity modifier while not wearing armor. When a creature hits you, you may spend your reaction to activate your displacer field and cast misty step (without the need for components or expending a spell slot), negating the attack or spell and any damage it would have caused you. After you have used this feature a number of times equal to your proficiency bonus the device ceases to function and you cannot use it again until after you have finished a long rest.

Warhammer 40k D&D 5E – Assault Space Marines and Imperial Commissars (Hack #4)

Check out the first post for:

  • general rules
  • Corruption ability score
  • new skills
  • a hit selection system
  • races
  • character backgrounds
  • the psyker feat.


See the second post for:

  • the (shared) Resources party attribute
  • the Lucky Bastard feat
  • New martial weapons (chainswords, power swords, lightning claw, power fist, power maul)
  • New ranged weapons (from bolt pistols to long las)
  • New extremis weapons (the iconic bolter, heavy bolter, las cannon, melta, etc.)
  • Power Armor (for space marines, for chaos space marines, for non-space marines, even for xenos!)

What’s in last week’s post?

  • Apothecary monk archetype
  • Chaplains!
  • Imperial Guard Veteran archetype (fighters with options)

Today’s post?

  • Assault space marine barbarian archetype
  • Imperial Commissar fighter archetype

As I frequently mention my love for Warhammer 40k fiction is a passionate one and some of the best titles from the Black Library are about commissars–either Ibram Gaunt (for excellent and compelling military adventure) or Ciaphas Cain (which is some of the best humor I’ve ever read–sorry Ghosts, he’s far and away my favorite).

And who doesn’t want to be a raging space marine and get up in some xenos’ or heretic’s face with some chainswords?

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Assault Space Marine (Barbarian)

Always in the forefront of battle, assault space marines soar overhead on raptor packs or sprint ahead of their battle brothers, getting directly into the thick of the fight for maximum shock and awe before moving on to the next foes as their allies bring up the rear of the attack. All space marine chapters have assault space marines but they are particularly frequent in the Blood Angels, Space Wolves, and World Eaters.

Imperial Devotion
Beginning when you choose this archetype at 3rd level, your devotion to the God-Emperor hardens your resolve in battle. When you are raging, you have advantage on saving throws. After you have used this feature on a number of saving throws equal to your Constitution modifier, you lose this feature until the next time you rage.

Know No Fear
Starting at 6th level, you cannot be frightened.

Critical Introduction
When you reach 10th level, as long as your first hit in a combat against an opponent is made with a melee weapon and you are raging, it is a critical hit. After you have used this feature against a number of opponents equal to your bonus Rage damage, you cannot do so again until you finish a long rest.

Astartes Juggernaut
At 14th level, you’ve seen and survived most everything the galaxy could throw at you. You have advantage on saving throws against being charmed. While raging you cannot be charmed or poisoned, and you are immune to poison damage.

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Imperial Commissar (Fighter)

It can be difficult for the rank and file soldiers of the Imperial Guard to maintain their courage in the face of cosmic horror, succumbing to fear and breaking–assuming of course that their Commissar is not within sight. These morale officers are responsible for keeping the troops in line through either inspiration or intimidation and throughout the command structures of the army, they enjoy one of the positions of highest authority and can often acquire other ranks depending on the devotion to the Imperium, heroism, and tactical acumen they employ in the field of battle. To form these fine individuals, those most exceptional of children that find their way into the scholam are chosen and groomed from a young age to be the superior ideal that soldiers can confidently follow into the maw of death.

Imperial Voice
Starting when you choose this archetype at 3rd level, you can inspire others through stirring words or terrifying commands backed with the knowledge that death may follow insubordination. 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 Imperial Voice die, a d4. 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 Imperial Voice die, but must decide before the GM says whether the roll succeeds or fails. Once the Imperial Voice die is rolled, it is lost. A creature can have only one Imperial Voice 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 Imperial Voice die changes when you reach certain levels in this class. The die becomes a d6 at 7th level, a d8 at 10th level, and a d12 at 15th level.

Imperially Trained
At 7th level, you learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). If you already have superiority dice, you gain two more; otherwise, you have two superiority die, which is a d4. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Stalwart
Beginning at 10th level, you cannot be frightened and you have advantage on saving throws to resist being charmed.

Superior Imperial Training
Starting at 15th level, your superiority dice increase to d6s and you gain two more.

Words of Inspiration
When you reach 18th level, you can spend 1 minute inspiring your allies, shoring up their resolve to fight and the need for maximum effort. When you do so, you and every creature that can hear you gains temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest. Listening to a recording of your uplifting oratory does not grant any benefits.

Warhammer 40k D&D 5E – Apothecaries, Chaplains, and Veteran Guard (Hack #3)

Check out the first post for:

  • general rules
  • Corruption ability score
  • new skills
  • a hit selection system
  • races
  • character backgrounds
  • the psyker feat.


See the last post for:

  • the (shared) Resources party attribute
  • the Lucky Bastard feat
  • New martial weapons (chainswords, power swords, lightning claw, power fist, power maul)
  • New ranged weapons (from bolt pistols to long las)
  • New extremis weapons (the iconic bolter, heavy bolter, las cannon, melta, etc.)
  • Power Armor (for space marines, for chaos space marines, for non-space marines, even for xenos!)

 

What’s in this post?

First up we’re covering the “what about healing” issue with the Apothecary Space Marine monk archetype, then what to do about Chaplains, then the Experienced Soldier fighter archetype (which hits medicae, heavy weapons specialists, and technologically-inclined members of the Imperial Guard).

Apothecary Space Marine (Monk)

You are the caretaker of your chapter, ensuring that the proud line of space marines of which you are a part continues on long after the deaths of you and your charges. While you work to save the lives of your Adeptus Astartes companions, your most sacred duty is to acquire and protect the gene seeds from those who have fallen, ensuring they can be used for the creation of future generations of your brethren. All space marine chapters have apothecaries.

Keeper of the Chapter
Unlike other monk player options, you choose this archetype at 2nd level (instead of 3rd) and do not receive a ki pool. You have advantage on Death saving throws and when within 30 feet of a space marine at 0 hit points, are able to spend a bonus action to give them advantage on their next Death saving throw so long as they would otherwise be able to hear you.
     In addition, you gain proficiency with the healer’s kit. When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. As an action, you can spend one use of a healer’s kit to patch a creature up, restoring 1d12 + 4 hit points to it plus additional hit points equal to the creature’s maximum number of Hit Dice. At 6th, 11th, and 17th level, you restore an additional 1d12 hit points (to a maximum of 4d12 + 4 + the creature’s maximum number of hit dice). The creature can’t regain hit points from being patched up again until it finishes a short or long rest.

Narthecium
At 3rd level, your chapter gives you a narthecium, the tool of your trade. It contains various counterseptics, skin patches, transfusions, a practically impregnable strongbox holding stasis tubes for recovering the gene-seed from fallen space marine’s progenoid glands, a high-powered laser scalpel or an adamantine-toothed chainsaw (to cut away armor so that you can treat wounds), and long syringes for utilizing the many drugs stored within. You are able to use your medicio points only while wielding your narthecium and your unarmed strikes only deal your monk damage while using the weapon.

Medicio Points
Also at 3rd level, you gain a number of medicio points equal to your monk level. Whenever you gain a monk level, your pool of medicio points increases by 1. By spending an action, you can expend medicio points to heal a space marine within reach, restoring 10 hit points per medicio point spent. By spending a bonus action, you can heal another type of creature instead with a successful DC 15 Wisdom (Medicine) check, restoring a number of hit points equal to your bonus on the check. You regain medicio points after finishing a short or long rest.

Surgical Combat
Beginning at 6th level, you learn how to best strike a living creature with deadly effectiveness. Once per turn you can deal an extra 1d10 damage to one living creature you hit with melee weapon attack if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases by 1d10 at 11th and 17th level (to a maximum of 3d10).

Quick Amputation
Also at 11th level, you learn how to quickly and effectively amputate. By spending spending an action working an extremis weapon or your narcethium on an ally space marine that is willing, you can cut off a limb. You have advantage on checks made to install cybernetic limbs.

Biological Dismantler
Starting at 17th level, you always deal the extra damage from Surgical Combat so long as you are targeting a living creature.

Chaplains

Use the cleric class! Take the Life or War domain. 😀

For chaos space marine chaplains, grab the Abyssal domain from the Evil Primer (skin your quasits as servoskulls or daemonic spirits bound to lowly material forms).

Here’s your Crozius (which your GM gives you when they decide you’ve earned it). It does not suffer from the Corruption rules detailed in Warhammer 40k D&D 5E Hack #1.

CROZIUS
Magic weapon, legendary
While wielding this enchanted badge of office and potent magic weapon, your weapon attacks are magical and deal 1d4 force damage per two points of proficiency bonus you possess. You are able to focus your Channel Divinity feature through your crozius. Unless the GM says otherwise, in the hands of any creature other than you the crozius is a normal morning star.

Imperial Guard Veteran (Fighter)

Despite the Imperial Guard’s well-deserved reputation for constantly high fatalities, there are men and women that live long enough to retire from martial service for the Imperium of Mankind. Some of these are masters of battle or have championed combat in one realm or another, but most are from heavy weapons teams, medicae, and technical specialists.

Veteran Knacks
Starting at 3rd level, your experience in the Emperor’s service has taught you the first vital tool for your military trade. Choose either medicae, heavy weapons, or technical specialist. Once chosen, this choice cannot be changed and all of your archetype features are taken from this battlefield focus.

  • Medicae: Combat Medicine. You gain proficiency with the healer’s kit. When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. As an action, you can spend one use of a healer’s kit to patch a creature up, restoring 1d6 + 4 hit points to it plus additional hit points equal to the creature’s maximum number of Hit Dice. At 7th, 10th, 15th, and 18th level, you restore an additional 1d6 hit points (to a maximum of 6d6 + 4 + the creature’s maximum number of hit dice). The creature can’t regain hit points from being patched up again until it finishes a short or long rest.
  • Heavy Weapons: Extremis Wielder. You gain proficiency with one extremis weapon. You must spend a bonus action setting your footing before moving and a reaction settling after moving. When making attack rolls with an extremis weapon, you have disadvantage on your first attack each round if you do not spend a bonus action aiming first.
  • Technical Specialist: Apprentice Technologist. You gain proficiency with Technology. If you are already proficient, you gain advantage on Intelligence (Technology) checks.

Lesser Veteran Knack
At 7th level, your time in the Imperial Guard has garnered another crucial bit of knowledge for your purpose on the battlefield.

  • Medicae: Improved Combat Medicine. You can patch up the same creature twice between short or long rests. In addition, you can awaken an unconscious creature as a bonus action as long as you have a healer’s kit (this does not expend a use of it).
  • Heavy Weapons: Extremis Lugger. You no longer require a bonus action or reaction to move while wielding an extremis weapon. In addition, you gain proficiency in another extremis weapon of your choice.
  • Technical Specialist: Vehicle Operator. You gain proficiencies with two vehicle types of your choice (air, ground, space, water). At 10th and 15th level, you gain proficiency with another type of vehicle or choose a vehicle type you are already proficient with to have advantage on checks where your vehicle tool proficiency applies.

Greater Veteran Knack
Beginning at 10th level, you learn another trick of your role in the Imperial Guard.

  • Medicae: Expert Combat Medicine.  You can patch up the same creature three times between short or long rests and you can do so as a bonus action (instead of an action).
  • Heavy Weapons: Extremis Veteran. You no longer have a disadvantage on your first attack roll each round when using an extremis weapon. In addition, you gain proficiency in another extremis weapon of your choice.
  • Technical Specialist: Make It Work. By spending a bonus action on your turn, you can force a piece of broken equipment to function normally for 1 round. You may only affect any single piece of equipment this way a number of times equal to your Intelligence modifier, after which it is completely destroyed.

Supreme Veteran Knack
At 15th level, you’ve figured out virtually every nuance of your military profession.

  • Medicae: The Guard Never Die. As long as you reach a creature within a few rounds of its death, as an action you can spend 3 uses of a healer’s kit to attempt a DC 17 Wisdom (Medicine) check to revive it. On a success, the creature is restored it to 0 hit points and dying, making its death saving throws with disadvantage. You are only able to use this feature on a creature that has died within a number of rounds equal to your Wisdom modifier (minimum 1).
  • Heavy Weapons: Extremis Endurance. You have advantage on Constitution saving throws and you treat all exremis weapons as if they only weighed 50% less.
  • Technical Specialist: Maximum Range. You double the ranges of all technological weapons and items that you use.

Elite Veteran
Starting at 18th level, you are the best at what you do and new recruits into the Imperial Guard look onto you like you were the God-Emperor himself.

  • Medicae: The Good Stuff. You have access to the best pharmaceuticals the Imperium offers to their soldiers and they keep you in excellent mental shape. Your Intelligence, Wisdom, and Charisma scores all increase by 2 (to a maximum of 20).
  • Heavy Weapons: Extremis Marksman. You have advantage on your first attack roll each round when you are wielding an extremis weapon.
  • Technical Specialist: Instant Recognition. You’ve spent enough time around technology to recognize the general purpose of any technological item you come across. You may not be able to use it (at least not without intense analysis, and even then probably not well) but you can recognize a weapon or data compiler or what have you when you see it, even if it is made by xenos.

Tune in next week for more class archetypes as we fill
out
the heroic (or villainous!) roles for player characters
in the Warhammer 40k D&D 5E Hack! 😀