Warhammer 40k D&D 5E – Inquisitors & Librarians (Hack #7)

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. ❤

Today’s post?

  • If you wanted to play one of the Imperium’s feared Inquisitors or a rare psyker space marine, this post’s warlock archetype and paladin archetype are for you. 😀

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Agent of the Inquisition (Warlock) – Psyker Archetype

You are one of the most exceptional individuals in the Imperium of Mankind, picked up with hundreds of thousands of others by the dreaded Black Ships. Unlike those poor souls, you possessed the correct spark of psyker talent and were plucked out of the teeming mass sacrificed to keep the God-Emperor alive, carefully trained and groomed to be a member of the Emperor’s Holy Ordos–an agent of the Inquisition.

Inquisition Expanded Spells
Spell Level
1st heroism, thunderwave
2nd detect thoughts, pass without trace
3rd glyph of warding, nondetection
4th dominate beast, freedom of movement
5th dominate person, telekinesis

Expanded Mind
At 1st level, you gain telepathy to a range of 10 feet per point of proficiency bonus you possess. You can communicate telepathically with any creature that is within range and able to see you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Inquisitor Ordos
Starting at 6th level, your rank in the Inquisition has been raised to agent. You are given the sacred Inquisitor’s Seal, a rosette that carries with it enormous power and the means to identify yourself as a person of authority to any servant of the Imperium. You have advantage on Charisma (Intimidation) checks against any such creature if your status as an Inquisitor is known and are able to assume control of virtually any Imperium-controlled vehicle or item (although at the GM’s discretion some NPCs may not be willing to cede to your authority regardless of the consequences).
In addition, you choose an Ordos to represent–Ordo Hereticus, Ordo Malleus, or Ordo Xenos. Your Ordos determines the features you gain at 10th and 14th level.

Ordos Hunter
Beginning at 10th level, you have gained significant experience studying, tracking, hunting, and even talking to a certain type of enemy: Ordo Hereticus–creatures with the Psyker feat or feature, Ordo Malleus–daemons and Warp-spawn, Ordo Xenos–eldar, necrons, ork, tau, tyranids, and other xenos.
You have advantage on Wisdom (Survival) checks to track, Wisdom (Perception) checks to perceive, and Intelligence checks to recall information about your favored enemies, and you learn one language of your choice that is spoken by your favored enemies (if they speak one at all). When you hit a favored enemy with a weapon or spell attack, you deal an additional amount of damage equal to your proficiency bonus.

Ordos Master
At 14th level, you have become one of the masters of your Inquisitorial Ordos. Your experience has taught you how best to fight your favored enemy and you gain advantage on attacks rolls against them. In addition, you gain either a sidekick of 10th level or any number of sidekicks whose total levels equal to 10 (for example, a 6th level fighter and 4th level rogue, or two 3rd level barbarians, two 3rd level monks, and a 1st level cleric). Alternatively, you may have one bound favored enemy of a CR no higher than half your level. This favored enemy is enslaved to you and does as you will it, commanded with a bonus action (as if it were a creature summoned by conjure elemental). If you are killed or your bond severed (through means at the discretion of the GM) it immediately attempts to flee or turn against you.
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Librarian Space Marine (Paladin) – Psyker Archetype

The most powerful Adeptus Astartes are often those trained to develop their psyker talents, learning everything a space marine does as well as how to focus and harness the power of the aether to devastating effect. If the apothecaries are the heart of a chapter and chaplains their zealous voice, librarians are truly the soul of a company of battle-brothers.

Oath Spells
Level
3rd protection from evil and good, sanctuary
5th lesser restoration, prayer of healing
9th blinding smite, dispel magic
13th banishment, staggering smite
17th banishing smite, dispel evil and good (evil only)

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Damn the Warp. As an action, you present your holy symbol and briefly unfetter your mind while willing your soul to the God-Emperor’s divinity. Blessed psionic energies roil outward from you, dealing 1d8 damage per point of proficiency bonus you possess to all daemons, Chaos, fiends, and Warp-spawned creatures within 30 feet. Half of this damage is psychic and half is radiant. A successful Wisdom saving throw against your spell save DC halves this damage.
  • Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Focused Mind
Beginning at 7th level, you have resistance against psychic damage. In addition, you have advantage on saving throws to resist the charmed and frightened conditions.

Powerful Soul
Starting at 15th level, you have advantage on saving throws against spells or effects from daemons and Warp-spawn.

Master Librarian
At 20th level, you have achieved the peak mastery over your psyker talent and are counted among a select honored space marines. You have immunity to fear, the charmed condition, and psychic damage. Whenever you score a critical hit against a creature with the Psyker feat or feature, daemon, Chaos, or Warp-spawn creature, you automatically cast blinding smite or staggering smite (expending a spell slot as normal but not an action to cast the spell; if you have no spell slots available this feature does not activate).

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Warhammer 40k D&D 5E – Agents of the Assassinorum (Hack #6)

I obviously have a deep love for Warhammer 40,000 but my absolute favorite part of the universe is definitely the Assassinorum so they get a post all to themselves (sorry space marine junkies!)

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 last week’s post?

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

By the Golden Throne just get on with it–what the frack are you on about today?!

  • ASSASSINORUM CLADES! My favorite. ❤
  • Also the Pariah feat but whatever. ASSASSINORUM!

 

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Agent of the Assassinorum (Rogue)

Working the Imperium’s shadows are assassins that slip through enemy lines to mete out murder, returning to the darkness and disappearing before their foes know they are there. Each is trained by one or another clade of the Imperium of Mankind, specializing in a specific set of techniques and tactics all tailored to be devastatingly effective.

  • Callidus – Chameleons able to infiltrate anywhere and impersonate anyone.
  • Culexus – Pariahs immune to the touch of the Warp, able to channel the void of their being into deadly attacks.
  • Eversor – Berserk, drug-fueled killing machines rumored to be as deadly as any space marine.
  • Vanus – Masters of strategy and tactics that manipulate the noosphere with unprecedented skill, killing their targets with brilliantly indirect methods that leave no suspicion behind them.
  • Venenum – Elite poisoners able to craft deadly concoctions from virtually anything, equipped with the deadliest toxins from across the universe.
  • Vindicare – Marksmen of unparalleled skill equipped with the Imperium’s most lethal weaponry.
  • Note: There is another clade, Maerorus, but I feel like 6 mini-archetypes are enough and that their specific bit–incorporating xenos biology into humans–is probably better done with special monster-ability feats on a regular assassin rogue.

Sneak Attack (d4s) and Extra Attack
Unlike normal rogues, when you choose this archetype your sneak attack die decreases to 1d4. Also unlike normal rogues, at 5th level you gain Extra Attack (able to attack twice when you take the attack action). It’s worth noting that agents of the Assassinorum all receive excellent financial support that can augment their abilities–of everything you’ll find in the Warhammer 40k D&D 5E Hack, these are the humans most likely to keep up with a space marine (Eversor and Vindicare in particular), especially if the GM gives out a few attribute points here and there for enhanced synth muscles and what have you (no more than 5 points of additional attribute increases).

Assassinorum Apprentice
Starting when you choose this archetype at 3rd level, you are drafted into one of the mysterious organizations of the Assassinorum, the clades of assassins that work in the Imperium of Mankind’s shadows. Choose one of the temples described above (Callidus, Culexus, Eversor, Vanus, Venenum, or Vindicare). You gain different archetype features depending on which clade of the Assassinorum to which you belong.

  • Callidus: Impersonatio. You gain proficiency with the disguise kit. You have advantage on checks made to maintain a disguise, including Charisma (Deception) checks and the use of tool kits (although it should be noted that you do not have advantage on checks to actually use a tool kit, just to make it appear as though you are proficient and that you know what you are doing).
  • Culexus: Pariah. You gain the Pariah feat (see below). Choose one Charisma-based skill you are proficient with. You never suffer disadvantage with that skill.
  • Eversor: Injectoria. You receive the first of many combat augmentations. When you score a critical hit, you may use your Cunning Action to make an additional weapon attack against a creature you have already hit with a weapon attack this round. If you hit with this second attack, you deal sneak attack damage (if even if you’ve already dealt sneak attack damage this turn).
  • Vanus: Technocrat. You gain proficiency with Technology. If you are already proficient, you gain advantage on Intelligence (Technology) checks. In addition, you can cast the find familiar spell as a ritual, summoning (i.e.: activating) a number of drones equal to your half proficiency bonus. The drone familiars you create are constructs with the appearance and abilities of any of the animals listed under the spell, or drones with an appearance chosen by you. Drones that are not duplicating the appearance and abilities of an animal use the Homunculus stat block (without poison). As a construct, the drones do not need to eat, sleep, or breathe, and are immune to both poison damage and the poisoned condition.
    Your drones may not be dismissed as the spell. You may share senses with the drones or communicate with them while they remain within a number of miles equal to your Intelligence modifier.
  • Venenum: Amateur Poisoner. You gain proficiency with the poisoner’s kit, resistance to poison damage, and advantage on saving throws against poison.
  • Vindicare: Marskmanship. You do not have an off-hand (each of your hands counts as your primary hand). In addition, you are gifted with an Executor sniper rifle (2d10 piercing, range 500/5,000, weight 20 lbs., reload [8 shots]). When you use it to successfully attack a target’s limb or head (see Hit Selection in Warhammer 40k D&D 5E Hack #1!), you deal your sneak attack damage (you can still only deal sneak attack damage once per turn). On a headshot, your sneak attack dice increase to d6s (from d4s).

 

Assassinorum Rank
Beginning at 9th level, you become a proper agent of the Assassinorum and receive a powerful gift with which you can better see to the God-Emperor’s will.

  • Callidus: Polymorphine Amateur. The Callidus Temple supplies you with polymorphine, a chemical substance that drastically alters your physical makeup for a number of hours equal to your proficiency bonus. You are able to cast alter self at will with no components other than polymorphine. In addition, you may spend a bonus action to gain one of the following benefits while using polymorphine. Switching from one benefit to another is a bonus action or reaction.
    • Increase your speed by 15 feet.
    • Reduce the falling damage you take by 5 points per rogue level.
    • Increase your Strength, Dexterity, Constitution, or Charisma by 2.
    • Gain immunity to poison and disease.
    • Cocoon yourself in a vacuum-proof carapace of transformed skin (unlike the other options listed here, this requires 5 rounds of uninterrupted concentration). You gain resistance to all types of damage and can survive in outer space for a number of minutes equal to your proficiency bonus. Afterward you are incapacitated for 1d4 hours.
  • Culexus: Void Channeler. Your order gifts you with a helmet or other worn item that is able to suppress the benefits and drawbacks of your Pariah feat. You can activate or deactivate the helmet as a reaction or free action on your turn. As an action, you can unleash it as a torrent of energized trauma in a 10-foot wide line that extends 50 feet. Any creature in the area makes a Charisma saving throw (DC 6 + your level) or takes 1d12 points of psychic damage per point of proficiency bonus you possess. On a successful saving throw, a creature takes half damage. Any creature with the Psyker feat or feature has disadvantage on its saving throw and takes double damage from the attack. After you have used this feature, you cannot do so again for 1 minute.
  • Eversor: Improved Injectoria. The cocktail of combat drugs inside your injectoria improves. By spending a bonus action, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action on each of your turns. This effect lasts for 1 minute, after which you gain 1 level of exhaustion. It does not stack with haste. Alternatively (particularly when traveling with space marines) the gamemaster may allow you to gain the Rage feature of a berserker barbarian with a barbarian level equal to half your rogue level.
  • Vanus: Technogauntlet. Having proven yourself time and again, the Vanus Temple gifts you with a technogauntlet. While wearing your technogauntlet, you can spend a bonus action to make your drones attack and as an action, you are able to use the noosphere it generates to access any human-built machine that you can see within 100 feet so long as it utilizes electronics (a bolter for example does not, and some items, like a space marine’s power armor, lack unprotected electronic systems that can be manipulated to any noticeable effect). An active device may require an Intelligence (Technology) check for you to overcome before you gain control of it.
  • Venenum: Toxica Tools. Your masters have given you toxica tools, items perfectly suited to be used as a miniature chemistry set with one purpose–the crafting of poisons. You have advantage on checks made to hide your toxica tools on your person and gain a +5 bonus on Dexterity (Sleight of Hand) checks to do so. With 10 minutes of work, you can craft a number of poison dice equal to your level + Intelligence modifier. These poison dice are d8s. You may choose to craft all of your poison into one deadly toxin that deals a maximum amount of d8s equal to your rogue level, or in several smaller vials. Any living creature that ingests or is struck by your poison takes the poison dice as additional poison damage to the attack, making a Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) for half damage. After 24 hours, any poisons made this way go inert. Once you have used this feature to brew poison, you cannot do so again until you have finished a long rest.
    In addition, you can spend a bonus action to poison a melee weapon or piece of ranged ammunition.
  • Vindicare: Optical Implant. The Vindicare Temple replaces one of your eyes with an enhanced cybernetic. You gain darkvision 200 feet, you do not suffer disadvantage on ranged weapon attacks from being within an enemy’s reach, and you always know the exact distance between your cybernetic eye and any object it can see.

Assassinorum Veteran
Starting at 13th level, you have successfully completed enough missions for your clade that they reveal more of their hallowed trade secrets.

  • Callidus: Polymorphine User. While using polymorphine, you gain two benefits instead of one, you do not require concentration to maintain your alter self, and the duration of polymorphine doubles.
  • Culexus: Void Touch. Your unarmed strikes always deal your sneak attack damage as psychic damage when you successfully hit a Warp-spawned creature or creature with the Psyker feat or feature.
  • Eversor: Extra Attack (2). When you take the attack action, you can attack three times.
  • Vanus: Improved Drones. When you summon drones, their AC increases by an amount equal to your Intelligence modifier, their hit points double, their attack bonuses double, and their damage doubles. Alternatively, you may choose to summon a number of regular drones equal to your proficiency bonus.
  • Venenum: Poisonous. You gain immunity to poison and the poisoned condition. When a living creature deals damage to you with a bite attack, it takes 1d4 poison damage per point of proficiency bonus you possess.
  • Vindicare: Gunslinger’s Reaction. On a surprise round (even when you are surprised), you can draw your weapon(s), make a single ranged weapon attack (or two if wielding two ranged weapons), and move up to half your movement.

Assassinorum Elite
When you reach 17th level, you are one of the Imperium of Mankind’s foremost stealth agents, able to infiltrate virtually anywhere in the universe to kill your target (and possibly even escape afterward).

  • Callidus: Polymorphine Expert. While using polymorphine, you gain four benefits instead of two, its duration doubles again, and your alter self remains active even when you are unconscious, suspending the polymorphine’s duration until you regain consciousness.
  • Culexus: Void Annihilator. Instead of unleashing your energized trauma in an area, you can channel it directly at a single creature instead. A creature targeted by this feature must make a Charisma saving throw (DC 6 + your level). On a failed save, the target takes 12d12 + 40 psychic damage. If this damage reduces the target to 0 hit points, it is utterly destroyed and wiped from existence.
  • Eversor: Nerve Dampeners. When you are severely wounded, painkillers flood your system to help you ignore your body’s frailties. When you are reduced to 50 hit points or less, you gain resistance to all types of damage, advantage on all saving throws, and an additional reaction each round for 1 minute. After you have used this feature, you gain 1 level of exhaustion and cannot do so again until after you have finished a short rest.
  • Vanus: Cogitation Implant. Your Intelligence increases by 4 (to a maximum of 22). You are able to perfectly recall any memory down to the most minute details.
  • Venenum: Poisona Fatalis. By spending 1 hour brewing, you can use a poisoner’s kit and your toxica tools to craft a fatal poison. Any living creature that ingests or is struck by your poison makes a Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or takes 10d6+40 poison damage. If you have detailed knowledge and a sample of a living creature’s blood, you can spend an additional hour tailoring the toxin to specifically target that creature, causing it to have disadvantage on its saving throw.
  • Vindicare: Deadly Shot. When you spend a bonus action aiming with a ranged weapon attack and hit the target you were aiming at with your next attack roll, as long as you hit it is automatically a critical hit and may strike a limb of your choice (including the head; see Aimed Shots in Warhammer 40k D&D 5E Hack #1).

 

 

 

FEAT: Pariah

Prerequisites: Non-psyker
The horrors of the cosmos are revolted by your presence and the negative space you occupy in the world beyond mortal sight. You have disadvantage on Charisma-based checks but gain the following benefits:

  • You are immune to magic (this includes healing magic).
  • Any magic item loses its magical properties while in your possession and magical weapons that strike you gain no benefits from their magical enchantments.
  • Creatures with the Psyker feat or feature that are within 10 feet of you gain the poisoned condition.
  • Creatures with the Psyker feat or feature and Warp-spawned creatures must succeed on a Wisdom saving throw (DC 6 + your level) before they can target you with a melee weapon attack.

Warhammer 40k D&D 5E – Psykers, Grey Knights, and Sisters of Battle (Hack #5)

Sorry everybody! I scheduled this guy to go up last week and a snafu prevented it. Damnable snafus. Must be short on proper blessings and need to assuage the Machine Spirit…

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, new extremis weapons, power armor

What’s in the third post?

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

Last week’s post?

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

This week’s post:

  • the Psyker sorcerer archetype
  • the Grey Knight warlock archetype
  • the Sisters of Battle monk archetype

BONUS Owen K.C. Stephens’ has a great post to grab some meat out of when setting up your Warhammer 40k D&D 5E games: Ultimate Deathwatch.

 

Psyker (Sorcerer)

Though it remains rare among humanity there are genetic anomalies that allow certain individuals to tap into the Warp, using its energies to enact wondrous powers and lethal abilities that defy the laws of nature. Using only their mind and will, psykers learn to harness their innate talents to strike down their enemies and otherwise do the impossible.

Unfettered Power
Beginning when you choose this archetype at 1st level, you gain the ability to manipulate the very aether of the Warp. While casting a cantrip or spell from the sorcerer spell list, you must make a concentration check (DC 8 for cantrips or DC 8 + spell level). On a failure, you gain 1 point of Corruption, and on a failure with a natural roll of 1 you do not cast the spell and roll on the Wild Magic table. On a natural 20 or result equal to 20 + spell level, the spell functions as if it were cast as a level higher (or for cantrips, as if you had 5 more caster levels).

Expanded Mind
Also at 1st level, you gain telepathy to a range of 10 feet per point of proficiency bonus you possess. You can communicate telepathically with any creature that is within range and able to see you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Forbidden Knowledge
At 6th level, your studies of the Warp and your abilities have borne fruit. You add a number of cantrips and spells to your list of spells known equal to your Charisma modifier. You may only learn one new cantrip and one new spell per level of spell you can cast (for example, if your Charisma score is 18 you can learn one cantrip, one 1st-level spell, one 2nd-level spell, and one 3rd-level spell).

Psyfocus
Starting at 14th level, you can spend 1 day meditating to create a psyfocus. While on your person, your psionic focus is able to concentrate on a spell for both you and it, granting it to each of you. When it is on your person but you are not using your psyfocus in this way, you have advantage on concentration checks.

Forbidden Knowledge
At 14th level, you learn more cantrips and spells (as the 6th level feature).

Astral Form
Beginning at 18th level, you can cast astral projection at will with a casting time of 1 minute, though you can only target yourself. In addition, while projecting you can possess a creature wearing a wraithbone locket (which takes you 1 year of effort to create) that you are attuned to. An unwilling creature receives a Wisdom saving throw to resist this feature. When you leave the creature’s body, you each gain 1 level of exhaustion for each minute you possessed the body. A successful Constitution saving throw halves these levels of exhaustion (minimum 1).

Grey Knight (Warlock) – Psyker Archetype

The Grey Knights are a secret, mysterious Loyalist Chapter of Space Marines specifically tasked with combating the dangerous daemonic entities of the Warp and all those who wield the corrupt power of the Chaos Gods. They have the honor of being implanted with gene-seed engineered directly from the genome of the Emperor Himself. The existence of the Chapter is virtually unknown outside of the Inquisition and the highest echelons of the Imperial Adepta, and is a well-guarded secret enforced by mind-wipes and even assassination of Imperial citizens if necessary. Unlike other Astartes, every Grey Knight is a potent psyker. Yet, in the 10,000 standard years of Imperial history, no Grey Knight has ever been corrupted by the Ruinous Powers of Chaos.
Note: When you choose this archetype, you get the Pact of the Blade. Your pact weapon is either a greatsword or a maul.

Psipoints
Grey Knights do not gain expanded spells. Instead at 1st level, 3rd level, and every odd warlock level thereafter, you gain 1 psipoint (up to a maximum of 10 psipoints at 19th level). Whenever you encounter an active spell that has been cast within the last week, you may expend 1 psipoint as an action to negate the spell. When you witness a creature within 50 feet casting a spell, you may expend 1 psipoint as a reaction to negate the spell. A spell you negate must be of a level no higher than what’s shown in the Warlock table’s Slot Level column for your level. When you attempt to negate a spell higher than your Slot Level, it is not negated but you gain advantage on saving throws to resist it or the caster is at disadvantage on its attack roll. When you finish a long rest, you regain all expended psipoints.

Psychic Armor
Starting at 1st level, you have a number of temporary hit points equal to your Charisma modifier. When these hit points are depleted, they replenish after 1 minute or immediately upon spending an action focusing your mind.

Enshrouded Mind
Beginning at 6th level, you gain resistance to psychic damage and immunity to the charmed condition. When a creature targets you with a spell that causes the charmed condition, it makes a Charisma saving throw against your spell save DC or becomes confused (as the spell) for 1 round.

Psychic Attunement
At 10th level, creatures that are within your reach provoke an opportunity attack from you when they cast a spell. In addition, enemies within your reach are at disadvantage on concentration checks made to maintain a spell and any weapon you wield counts as a magical weapon.

Grey Strike
Starting at 14th level, when you hit a creature with an attack, you can use this feature to cut off a creature’s access to magic. For a number of rounds equal to half your proficiency bonus, the creature is targeted by an effect that functions as the antimagic field spell except that its range is reduced to touch and it has no radius (affecting only the creature). On its turn, a creature targeted by this feature can spend its action to make a Charisma saving throw against your spell save DC to end the effect. Once you use this feature, you can’t use it again until you finish a long rest.

By IcyYmir on DeviantArt

Sister of Battle (Monk)

The Orders Militant of the Adepta Sororitas are the best-known part of the organization, feared by the enemies of the Imperium as the stalwart and unyielding Sisters of Battle, the army of the Ecclesiarchy. Clad in ceramite power armor, they carry an awesome array of weaponry with which to vanquish their enemies, the Sisters of Battle are trained to the peak of human ability and stand amongst Mankind’s most dedicated and disciplined warriors. Wherever there are foes of the Emperor, the Sisters of Battle can be found fighting with faith and steel. When not actively prosecuting the Ecclesiarchy’s wars, the Battle Sisters of the Orders Militant divide their time between rigorous training and devout worship of the Emperor.
These disciplines are nigh inseparable for while combat drills and studies of battle tactics can hone the body and the mind, only penitent prayer can bolster the spirit and all three are required to defeat the Imperium’s foes. The combination of combat doctrine and prayer is most evident on the battlefield, where Battle Sisters loudly proclaim their faith in hymn and verse as they march to war, calling upon the Emperor to aid them in the fight against their enemies.

Bolstered Spirit
Unlike other monk player options, you choose this archetype at 2nd level (instead of 3rd) and do not receive a ki pool. Instead your extensive training and belief in the God Emperor of Mankind manifests as veritable faith. Your access to this energy is represented by a number of faith points. Your monk level determines the number of points you have, as shown in the Ki Points column of Table: The Monk. You can spend these points to fuel various faith features. You start knowing three such features: xxx, Patient Defense, and Step of the Wind. You learn more faith features as you gain levels in this class (gained ki features use faith points instead). When you spend a faith point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended faith points back into yourself. You must spend at least 30 minutes of the rest praying to the God Emperor to regain your faith points. Some of your faith features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: Faith save DC = 8 + your proficiency bonus + your Wisdom modifier

  • Faithful Smite. You can spend 1 faith point to deal an additional 1d6 radiant damage with your melee or ranged attacks until the start of your next turn. When you reach 5th level in this class the additional damage increases to 1d8, at 10th level it increases to 1d10, and at 15th level it increases to 1d12.
  • Patient Defense. You can spend 1 faith point to take the Dodge action as a bonus action on your turn.
  • Step of the Wind. You can spend 1 faith point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Devoted Strikes
When you reach 3rd level, you are able to deal your unarmed strike damage when making ranged weapon attacks and you gain proficiency with improvised weapons. When you reach 14th level, you may spend a bonus action to make an additional ranged attack (as though you were using the Martial Arts feature) after making a ranged attack or melee attack. Any feature that grants a benefit to your unarmed strikes applies to any weapon you wield.

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

Sororitas Power Armor
When you reach 11th level, you receive sacred armor that is christened for your use and always in your possession. Donning or removing power armor provokes opportunity attacks and takes 3 consecutive rounds. Your power armor grants the following bonuses:

  • your AC becomes 14 + Dexterity modifier (maximum 2) + Wisdom modifier.
  • you gain darkvision 120 feet.
  • your Strength score increases by 2 (this does not modify your maximum Strength score).
  • you are able to jump as far as 30 feet horizontally or 20 feet vertically without the need for a check (these distances are added to the distances that result from any jump checks).
  • you reduce all falling damage by 30.
  • your unarmed strike damage changes to 1d6.
  • the amount of weight you can carry doubles (the power armor’s 200 lb. weight does not count against your carrying weight.)
  • melee weapons mounted onto your power armor cannot be disarmed.
  • as long as you are wearing your power armor’s helmet, while the suit is intact it grants immunity to all gas-based attacks and effects, possessing an internal air tank you can breathe from for up to 4 hours.
  • you are able to walk on metal surfaces in the void of space or zero gravity environments.
  • you are able to sleep in your power armor for a number of consecutive days equal to your proficiency bonus
  • you gain resistance to acid, cold, and fire
  • you ignore the first 3 points of damage whenever you take non-psychic damage.

Focused Mind
At 17th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

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! 😀

Warhammer 40k D&D 5e – Hack #2 (Equipment)

Welcome to the second post for Warhammer 40k D&D 5E Hack, my (what was originally meant to be rather quick) exploration into how we can bring the darkness of the far future into the d20 world.

WH 40k DnD 5e hack

Check out that last post for:

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

 

What’s in this post?

  • 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!)

 

Resources

A party in Warhammer 40k D&D 5e has a Resources score to simulate how the wheelings and dealings of the universe turn out for them when the time comes to equip themselves for a mission. The party’s Resources ability score is equal to their average party level + Charisma modifiers. After accepting an operation, the GM makes a Wealth check on behalf of the party (1d20 + Resources ability modifier). The PCs receive temporary equipment and gear of a value equal to 200 gold x the result of the Resources check (minimum 300 gold). Any item purchased by the operators with the gold acquired from a Resources check must be used during the operation or directly before its undertaking. After an operation is over temporary equipment and gear that remains mysteriously disappears, gets broken, fell out of a character’s pack during combat, or otherwise becomes unavailable to the party.

Any item that requires attunement cannot be acquired with these funds, but by paying double the normal price a piece of temporary equipment or gear can be bought as a regular item. Items that grant permanent bonuses are ineligible as well, and when calculating item value, use the maximum amount (100bt for common, 500bt for uncommon, etc.).

For example, a party of four PCs at 8th level with the following Charisma scores (13, 18, 15, 14) has a Resources ability score of 17 (average party level 8 plus 1 + 4 + 2 + 2). The GM rolls 1d20+3 and gets a 15 for a total of 18, so the party gets 3,600 gold of temporary equipment and gear. The PCs should play a large role in how the temporary equipment and gear is acquired (via favors, contacts, the bureaucracy of the Imperium of Mankind, etc.).

 

Feat: Lucky Bastard

It’s almost as if life itself were designed to meet your needs. When your party makes a Resources check to acquire temporary equipment and gear, choose one of the following:

  • Increase the amount of funding received by +50%. It is impossible for any of the items acquired to become regular items.
  • After a mission is over you can spend your own gold to make pieces of temporary equipment or gear into regular items at half the normal price.

 

Armored Bodyglove (Uncommon, 11 lb.). Unlike most armor, a creature may wear an armored bodyglove under clothing or other suits of armor. While wearing an armored bodyglove, the wearer’s AC equal 14 + the wearer’s Dexterity modifier (or better, if they are wearing a superior suit of armor over the armored bodyglove).

Detox Pill (Uncommon, 0 lb.). After ingesting this small, foul-tasting black pill, a creature suffering from a poison or disease not borne from the Warp can immediately make a new saving throw to rid themselves of it. The creature has advantage on this saving throw. On a success the disease or poison stops spreading, though its effects may linger for as long as 1 hour.

Grapple Gun (Common, 4 lb.). Depending on how it is designed, this device resembles either a crossbow or firearm with a grappling hook fixed onto a spear that emerges from the front of it. As an action, the wielder of a grappling gun fires it at a perch within 500 feet–a crux of tree boughs, the corner of a building, the top of a street light, cluster of rocks across a chasm–and makes a ranged attack roll against an AC of at least 13 (at the GM’s discretion, more difficult targets have a higher AC). On a successful hit the device’s grappling hook affixes itself and until the wielder moves more than 10 feet in any direction, they may spend a bonus action to retract the line and move 100 feet in the direction of the square adjacent to the grappling hook. A grapple gun that has its line obstructed by another creature or broken (AC 15, 10 hit points) becomes inoperable until it is reloaded. Reloading a grapple gun requires 2 actions. When fired as an attack against a creature, on a successful hit the target takes 2d4 bludgeoning damage and makes a DC 7 Strength saving throw or is knocked prone.

Injector (Common, 1 lb.). These ampules can be self-administered as a bonus action or jammed into a creature with an Attack action and successful melee attack roll. For 1 minute, the drug from an injector grants its benefits to the target, after which it suffers a penalty equal to the formerly gained bonus and makes a Constitution saving throw (DC 10 + 1 per drug dose taken in the last 24 hours) or suffers 1 level of exhaustion. Example bonuses include: +1 bonus action each turn, +2 AC, +5 hit points per point of proficiency bonus, +15 ft. movement, +3 to any ability score (this can increase a score above 20).

Jump Pack (Rare, 50/100 lb.). By spending a free action on its turn, the wearer can activate the jump pack and increase the distance of any jumps they make by 40 feet horizontally and 60 feet vertically until the start of their next turn. This increase to jumping distance only increases the wearer’s speed for the turn and only if the wearer moves by jumping. Jump packs automatically deactivate at start of the wearer’s next turn. Leaving a jump pack active for consecutive turns eats twice as much of the devices power but grants a fly speed of 40 feet. A creature can use a jump pack for to leap up to 10 rounds (or fly for 4 rounds), regaining 1 round of use for every 1 minute they are not in use.

Krak Grenade (Uncommon, 1 lb.). This small, cylindrical explosive can be thrown at a target within 60 feet as an action (or further with the use of a weapon with the launcher quality). Any creature within the grenade’s area of effect (20 feet) makes a DC 15 Dexterity saving throw or takes 8d6 fire and force damage (a successful save halves this damage).

Lho-Stick (Common, 0 lb.). After lighting and smoking one of these stimulant-filled combustible sticks (a bonus action and minimum of 2 minutes) a creature finds itself more awake and restored, regaining a single use of one feature that has multiple uses which recharge on a long rest. This does not include spellcasting. A creautre can only benefit from a lho-stick once per 6 hours.

Mechadendrites (Rare, 10-50 lb. depending on the limb). Virtually all servants of the Mechanicum (and Dark Mechanicum) possess these cybernetic implants located somewhere on their body, generally on the back of the neck but always accessible to main conduits of the central nervous system. Using mechadendrites grants a +2 bonus to Technology checks and any check where the creature is using their mechadendrites (this does not include attack or damage rolls unless the wielder also has power armor). In addition, the wearer’s unarmed strike damage increases by +2.

Runic Protections (+1 for 1,000 gold, +2 for 2,500 gold, +3 for 5,000 gold). Having these holy and sanctified runes emblazoned on armor or weapons helps protect from the malign influences of the Warp. These must be maintained and restored by priests capable of blessing them after every mission. A creature wearing or wielding an item with runic protections gains a +3 on saving throws to resist a spell that can cause Corruption and on saving throws to resist increasing Corruption.

Subdermal Mic (Common, 0 lb.). A subdermal mic is a miniaturized two-way short bandwith radio transceiver that broadcasts to a range of 10 miles. Anyone within range and tuned to the broadcast frequency (which can be calibrated using the Science or Technology skill) is able to hear messages sent from the subdermal mic. The subdermal mic is also able to receive messages provided it is tuned to the frequency they are broadcast at. Radio waves travel through solid objects. Subdermal mics run off of the wearer’s body heat and can be spoken into and heard without anyone but the wearer hearing the transcieved messages.

Void Shield (Rare, 5 lb.).  When active (a bonus action) this device emits a forcefield around the wearer. Whenever the wearer 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.

Vox (Common, 10 lb.). This device can be as small as a belt pouch for elite models or as big as a backpack for large, bulky military models. A vox operates as a subdermal mic does, but is capable of picking up frequencies on multiple different spectrums and can operate to distances of up to 1,000 miles (at the GM’s discretion).

Any ranged weapon below that does not have the loading property is assumed to have the autofire property.

Autofire. A character wielding an autofire weapon may spend a bonus action to gain an additional attack at disadvantage. If the wielder is able to make an additional attack as a bonus action for some other reason, they may make both attacks but with disadvantage.

Bullet Spray. Bullet spraying weapons can expend five times as much ammunition as normal to spray a 5-foot-cube area within its first range increment as an action. Creatures in the area of effect that fail a Dexterity saving throw (DC equal to the wielder’s attack roll) take the weapon’s normal damage. By expending 10 times as much ammunition as normal, the wielder can increase the area to a 10-foot-cube.

Range: Area. When a creature uses a weapon to fire a cone, line, or sphere (instead of at a specific target) the wielder makes a separate attack roll for each target in the area (objects included).

 

Martial Melee Weapons Cost Damage Range Weight Properties
Chainsword Common 1d8 bludgeoning or 1d10 bludgeoning 12 lb. Heavy, rending (1d10 or 2d6+2; slashing), versatile (1d8 or 1d10)
Power Sword Rare 1d8 magical slashing plus 1d8 force 6 lb. Versatile (1d10), plus 2d6 psychic damage if wielder has Psyker feat
Martial Ranged Weapons Cost Damage Range Weight Properties
Bolt Pistol Uncommon 1d12 bludgeoning 300/600 7 lb. Ammunition, reload (12)
Bolt Rifle Uncommon 2d8 bludgeoning 400/800 15 lb. Ammunition, reload (36), two-handed
Flamer Uncommon 4d6 fire 60-ft. line or 20-ft. cone 12 lb. Ammunition, loading, reload (10), two-handed
Las Pistol Common 1d12 radiant 500/1,000 3 lb. Ammunition, reload (30); half damage after short range
Las Rifle Common 2d8 radiant 500/1,000 8 lb. Ammunition, bullet spray, two-handed; reload (60), half damage after short range
Long Las Uncommon 2d10 radiant 1,500/1 mile 10 lb. Loading, reload (12), two-handed; half damage after short range; can reduce range to (200/600) and remove loading property
Extremis Melee Weapons Cost Damage Range Weight Properties
Lightning Claw Rare 1d10 slashing plus 1d6 lightning 25 lb. Finesse, heavy, light
Power Fist Rare 1d8 bludgeoning plus 1d6 force 35 lb. Heavy, light
Thunder Hammer Legendary 2d6 bludgeoning plus 1d6 lightning 35 lb. Heavy, two-handed
Extremis Ranged Weapons Cost Damage Range Weight Properties
Autocannon Rare 2d12 bludgeoning 1,000/2,000 or 50-ft. line or 10-ft. sphere 150 lb. + 15 lb. ammo Ammunition, bullet spray, heavy, reload (120), two-handed
Bolter Rare 2d8 bludgeoning plus 1d6 thunder 750/1,500 30 lb. Ammunition, heavy, reload (24)
Combibolter Rare 2d8 bludgeoning or 2d6 piercing 500/1,000 40 lb. Ammunition, heavy, reload (24), versatile
Heavy Bolter Legendary 2d8 bludgeoning plus 1d6 thunder plus 1d6 fire 1,000/1,500 150 lb. + 25 lb. ammo Ammunition, bullet spray,  heavy, reload (48) two-handed
Las Cannon Legendary 4d10 radiant 1,000/2,000 150 lb. + 30 lb. Ammunition, heavy, loading, reload (6)
Melta Legendary 6d6 fire 50/100 or 50-ft. line 40 lb. Ammunition, heavy, loading, reload (5), two-handed
Rocket Launcher Rare 3d6 bludgeoning plus 3d6 fire plus 3d6 force 500/1,000; 20-ft.-radius sphere 150 lb. + 20 lb. Ammunition, heavy, loading, reload (4), two-handed
Storm Bolter Legendary 2d8 bludgeoning plus 2d8 bludgeoning 500/1,000 40 lb. Ammunition, heavy, reload (24/24),  two-handed; disadvantage without bonus action aiming
Xenos Melee Weapons Cost Damage Range Weight Properties
Eldar Bonesword Legendary 1d8 piercing plus 1d8 slashing 5 lbs. Finesse, light; ignores 6 points of armor bonus
Ork Killsaw Uncommon 1d8 bludgeoning plus 1d8 slashing 20 lbs. Heavy, two-handed; 30% chance of breaking on critical hit
Tau Equalizer Rare 1d4 bludgeoning plus 2d8 force 11 lbs. Two-handed
Xenos Ranged Weapons Cost Damage Range Weight Properties
Eldar Shuriken Pistol Rare 2d8 piercing 150/600 3 lbs. Ammunition, loading, reload (50); ignores 4 points of armor bonus
Eldar Shuriken Catapult Legendary 2d12 piercing 300/1,200 12 lbs. Ammunition, loading, reload (100), two-handed; ignores 6 points of armor bonus
Ork Shoota Common 2d12 bludgeoning 300/600 18 lbs. Ammunition, loading, reload (20), two-handed; 30% chance of breaking on critical hit
Tau Ion Rifle Rare 2d8 lightning 250/1,000 13 lbs. Ammunition, loading, reload (16), two-handed
Tau Ion Cannon Legendary 4d12 lightning 500/2,500 28 lbs. Ammunition, heavy, loading, reload (4), two-handed

HUGE THANKS to my Head of Minion Sciences (Dixie Carr) for categorizing and adding weights to these!

POWER ARMOR (Gary Sterles WTF man?!?! 😀)

Unless otherwise noted, power armor entirely covers a humanoid’s torso, limbs, and head, functioning as a medium suit of armor. Donning or removing power armor provokes opportunity attacks and takes 3 consecutive rounds. All power armor grants the following bonuses:

  • the wearer’s AC becomes 14 + Dexterity modifier (maximum 2).
  • the wearer gains darkvision 120 feet.
  • the wearer’s Strength score increases by 2 (this does not modify its maximum Strength score).
  • the wearer is able to jump as far as 30 feet horizontally or 20 feet vertically without the need for a check (these distances are added to the distances that result from any jump checks).
  • the wearer reduces all falling damage by 30.
  • the wearer’s unarmed strike damage changes to 1d6.
  • the amount of weight the wearer can carry doubles (the weight of the power armor does not count against the wearer’s carrying weight.)
  • melee weapons mounted onto the power armor cannot be disarmed.
  • as long as the power armor has a helmet, while the suit is intact it grants immunity to all gas-based attacks and effects, possessing an internal air tank the wearer can breathe from for up to 4 hours.
  • the wearer is able to walk on metal surfaces in the void of space or zero gravity environments.

NOTE: It is mentioned in the flagship post for this series, but it bears mentioning again–if you give one PC power armor, give everybody power armor.

 

CHAOS SPACE MARINE ARMOR

Mark V Carapace (Rare, 400 lb.). Increases Strength by 4 (instead of 2) up to a maximum of 24, increase Constitution by 2 up to a maximum of 22, damage resistances (cold, fire), and the wearer ignores the first 5 points of damage whenever it takes non-psychic damage.

Mark VII Carapace (Legendary, 500 lb.). Increases Strength by 5 (instead of 2) up to a maximum of 24, increase Constitution by 4 up to a maximum of 24, damage resistances (acid, cold, fire), and the wearer ignores the first 6 points of damage whenever it takes non-psychic damage.

Living Carapace (Near Unique, 900 lb.). Increases Strength by 6 (instead of 2) up to a maximum of 26, increase Constitution by 6 up to a maximum of 26, damage resistances (acid, cold, fire, force), and the wearer ignores the first 7 points of damage whenever it takes non-psychic damage. You are always able to act in the surprise round.

*Chaos Space Marines that are Veterans of the Long War might get their hands on Terminator Armor instead of Living Carapace.

 

IMPERIUM SPACE MARINE ARMOR

Mark VI (Rare, 400 lb.). Increases Strength by 4 (instead of 2) up to a maximum of 24, increase Dexterity by 2 up to a maximum of 22, damage resistances (cold, fire), and the wearer ignores the first 5 points of damage whenever it takes non-psychic damage.

Mark VII (Legendary, 500 lb.). Increases Strength by 5 (instead of 2) up to a maximum of 24, increase Dexterity by 4 up to a maximum of 24, damage resistances (cold, fire, lightning), and the wearer ignores the first 6 points of damage whenever it takes non-psychic damage.

Terminator Armor (Near Unique, 900 lb.). Increases Strength by 6 (instead of 2) up to a maximum of 26, increase Dexterity by 6 up to a maximum of 26, damage resistances (cold, fire, lightning, thunder), and the wearer ignores the first 8 points of damage whenever it takes non-psychic damage.*

 

IMPERIAL POWER ARMOR

Ignatus Power Armor (Uncommon, 100 lb.). Does not increase the wearer’s Strength score. Additionally it normally does not come fully sealed or helmeted (an additional 500 gold), but it does count as light armor for purposes of proficiency.

Sororitas Power Armor (Rare, 200 lb.). Resistance to acid, cold, fire, and the wearer ignores the first 3 points of damage whenever it takes non-psychic damage.

 

XENOS POWER ARMOR

Eldar Power Armor (Legendary, 100 lb.). Increases Dexterity by 6 (to a maximum of 26) and speed by 30 feet.

Ork Power Armor (Rare, 750 lb.). Increases Strength by 6 (instead of 2) up to a maximum of 26, and the wearer ignores the first 2 points of damage whenever it takes damage.

Squat Power Armor (Rare, 200 lb.). Increases Constitution by 4 (to a maximum of 24), increases Strength by 4 (instead of 2; maximum of 22), and the wearer ignores the first 8 points of damage whenever it takes non-psychic damage.

Tau Power Armor (Rare, 200 lb.). Resistance to cold, fire, radiant, and the wearer ignores the first 6 points of damage whenever it takes damage.

 

That’s it for today’s post! Tune in next week for the beginning of Class Archetypes!