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.

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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 – 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 – 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 #1

In the grim darkness of the far future, there is only war.

Today however it’s a little bit more lively as I’m starting the first post of a new blog series: Warhammer 40k D&D 5e!

WH 40k DnD 5e hack.png

Before you throw your hands up in the air and cry out that this is heresy, hear me out–I got to work on Black Crusade, it is one of several awesome Warhammer 40k RPGs, and I loved the opportunity to be a part of Tome of Decay, but it’s not always easy to sell your group on trying out a new system. The hacks in this series are a way to crack the door open for Dark Heresy or any of the other awesome tabletop RPGs set in the grimdark future. By all means please go to Mire and fight the Lutomorbus rocking your d100s (and d10s, and tell me about how it went!), but if you have players reticent to pick up Only War or what have you, try breaking them in with the material found here.

Besides–it gives us something to enjoy while we all spin our wheels waiting for Wrath & Glory to come out, and when it *does* hit the table your D&D group will be raring to go! 😀

 

What’s in this post:

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

 

GENERALLY

If you’ve got a space marine around I recommend at least keeping them 1 level lower (maybe 2 levels lower) than other PCs. They are really, really powerful, even with the different race stuff and reduced backgrounds and even if they aren’t wielding extremis weapons–they kind of have to be or we’re not going to have the right feel for Warhammer 40k. I’m sure there’s a balance we could strike by amping up non-space marines and just assuming a higher average party level when calculating CR (by 1 or 2 or whatever) but I’d rather have somebody playing a space marine feel like a freaking monster on the battlefield.

Furthermore, if one character gets power armor, they should all get power armor (or at the very least a void shield; come back next week) because now everything is going to need upped by at least 1 CR.

THE FIRST POST

This is a complicated project so I’ve mapped out how I’m doing it all–to give the God-Emperor and his universe due justice, one post won’t do it. After this we’ve got ~19 more to fill in equipment, specific class roles, and various monsters. We’re tackling player options first.

 

NARRATIVE PLAY

Players and GMs are in for a very narrative experience. There’s simulation to be had (obviously; see Corruption below) but everyone at the table should be ready to reinterpret the “fluff” of a class or racial feature to be the result of Mechanicum augmentations, specialized training, and the like. Focusing on the nuances of the Ministorum might be a fun thought experiment, but in play the drudgery of a dystopian bureaucracy probably won’t be very exciting.

RESKIN THINGS

Want a badass daemon from the Warp? There are bajillions of them. Take any appropriately CR’d monster from the book, figure on a new description, and roll with it. Specific daemons of the various Ruinous Powers will appear in later blog posts.

 

BANNED MAGIC

If it gets magic, you are either playing a psyker archetype (librarian SM paladin, grey knight SM warlock, agent of the Inquisition warlock, psyker sorcerer) or you aren’t playing it (or at the very least, not getting access to the magic bits). Pretty simple. There’s archetypes for virtually every class coming down the line so don’t panic and if you can’t wait, play a fighter. :p

Corruption

A creature’s Corruption score starts at 0 and is increased when it indulges in the dark powers or suffers exposure to the Warp. When a creature’s Corruption ability score reaches 30, it transforms into chaos spawn (use the statistics for a gibbering mouther).

  • When exercising power in a cruel way or using the Intimidation skill, a creature may make a Corruption ability check (instead of a Charisma check or other check). Doing this more than once in a week increases its Corruption by 1.
  • Instead of making a regular saving throw, a creature may make a Corruption saving throw to resist being influenced through deception or magic, increasing its Corruption by 1.
  • The use of various abilities and features (like evil spells from the Evil Primer) may cause a creature to increase its Corruption. Generally speaking, if it’s a spell that deals any type of damage other than cold, fire, force, lightning, radiant, or thunder, the GM may ask for a Corruption saving throw (DC 12 + spell level) or the creature’s Corruption increases by 1.
  • Aside from sanctified holy relics (which are rare indeed), all magic items are either corrupted things of the Warp (frequently intelligent) or not actually magic items and just misunderstood technology (see the Cog-Born background below).
    For every day a magic item that grants a permanent bonus is in a creature’s possession, the creature makes an Intelligence, Wisdom, or Charisma saving throw (whichever is lowest) against a DC equal to 5 + 1 per day they have possessed the item. On a failure the creature’s Corruption increases by 1 and the base DC is doubled.
    Whenever a creature activates a magic item, it makes an Intelligence, Wisdom, or Charisma saving throw (whichever is lowest) against a DC equal to 5 + 1 per previous use. On a failure the creature’s Corruption increases by 1 and the base DC is doubled.

Warp Mutations. Gaining too much Corruption at once can cause a creature to mutate. Whenever your Corruption score increases by more than 1 in the same day, any further saving throws made to resist Corruption have disadvantage and on a failure your body mutates. These mutations should vary widely and generally grant one benefit (typically based around what the mutation is; an extra eyeball would grant improved vision, an extra ear better hearing, dead flesh extra hit points) and two negatives (one should always be a heavy social penalty, the other reflective of the mutation; an extra eyeball might make the creature susceptible to nausea, an extra ear vulnerability to thunder damage, dead flesh a decrease to carrying limit).

NEW SKILL – Science (Intelligence)

You’re familiar with the actual practical application of science—collecting samples, performing experiments, realizing hypothetical designs, finding vox frequencies, understanding the nuances of and handling scientific materials, and so on.

Bards, monks, rogues, rangers, and wizards add Science to the list of skills they may pick from during character creation. The following Backgrounds may exchange one of their offered skills for Science: Guild Artisan, Hermit, Noble, and Sage.

NEW SKILL – Technology (Intelligence)

You can understand how a device unknown to you functions, locate vox frequencies, and anything else that falls under “hit the keys to make things happen” that doesn’t qualify as music. The majority of checks using this skill are either against a DC determined by the GM (such as hacking a messaging cable), or as an opposed check against an opponent who also has the Technology skill (such as a technician overseeing a functioning system).

Bards, fighters, rogues, sorcerers, and wizards add Technology to the list of skills they may pick from during character creation. The following Backgrounds may exchange one of their offered skills for Technology: Charlatan, Criminal, Entertainer, Guild Artisan, Noble, Sage, Sailor, and Soldier.

Hit Selection and Headshots

It wouldn’t be Warhammer 40,000 if you didn’t get to explode people’s heads. It is strongly, strongly, strongly recommended that only PCs and major NPCs get to use hit selection, and that certain targets may not be viable for it (such as dreadnaughts or a Chosen of Nurgle). At the GM’s discretion, a helmet may negate instant death from a headshot and other parts of power armor may absorb the effects of a selected hit, though this always disables the piece of armament until it can be repaired later (if it can be repaired at all).

ATTACK ROLL = AC → REGULAR HIT
Good for you.

ATTACK ROLL = AC + 2 → TORSO HIT
You hit the target’s torso. The creature takes a cumulative -1 penalty to Constitution saving throws until the damage from torso hits is healed.

ATTACK ROLL = AC + 4 → LEG HIT
You hit the target’s leg. The creature takes a cumulative -1 penalty to Strength saving throws and a -5 ft. penalty to speed until the damage from leg hits is healed.

ATTACK ROLL = AC + 6 → ARM HIT
You hit the target’s arm. The  creature takes a cumulative -1 penalty to Dexterity saving throws and a -1 penalty to attack rolls until the damage from arts hits is healed.

ATTACK ROLL = AC + 8 or more → HEADSHOT
You hit the target directly in the skull. Your attack is a critical hit that deals maximum damage. The creature makes a Constitution saving throw against a DC equal to the attack’s damage. On a success it is blinded for 1 round per 10 points of damage (minimum 1 round). On a failure it is dead. If you rolled a natural 20 on the attack roll, the creature dies instantly.

RACES

To strike a balance between space marines and all the inferior lessers among them in Warhammer 40k, we’re going to take the standard races and give them each some oomph–principally the Touch of Fate feature. It should be noted that inside of Imperium Space, anything other than humans, ogryns, and squats are kill-on-sight.

Touch of Fate. Either the God-Emperor has spared you a thought or a dark entity of the Warp has touched your soul. Regardless of the reason, the universe itself protects as bolter shells and other extremis weapons have a tendency to miss you. A creature proficient with an extremis weapon (usually a space marine) has disadvantage on attack rolls using it when targeting you. While you possess this feature, you cannot wield extremis weapons without a class feature granting their use. In addition, once per short rest you can spend your reaction to have advantage on an ability check, attack roll, or saving throw, or choose to make a creature reroll a successful attack roll that targeted you.

 

ELDAR

Play an elf or for a dark eldar, the following as your subrace features: +1 Charisma, elf weapon training, learn 1 wizard cantrip. In addition, you gain the following:

  • You have resistance to psychic damage.
  • You have advantage on sight-based Wisdom (Perception) checks.
  • You gain the Touch of Fate feature.
  • You have a number of temporary hit points equal to our Intelligence or Charisma modifier (whichever is higher). When these hit points are depleted, they replenish after 1 minute or immediately upon spending an action focusing your mind.
  • You do not require the Psyker feat to take a psyker archetype.

IMPERIAL ELITE

A rank and file Planetary Defense Force soldier, a jockeying bureaucrat at the Ministorum, the depraved lackey of a cult leader, or a low-ranking cog-jockey is going to die quickly in any Warhammer 40k game, D&D 5e hack or otherwise. You gain the following benefits:

  • All of your ability scores increase by 1.
  • You gain 1 feat.
  • You gain proficiency in 1 skill of your choice.
  • You gain the Touch of Fate feature.

NECRON

Lol sorry nope (if you think space marines or orcs are tough–and you will–oy…)


ORK

Use the statistics for a half-orc with the following changes:

  • Your size is Large.
  • You gain natural armor that increases your AC by 2.
  • Your speed is 35 feet. When wearing red armor, clothing, or paint, your speed increases by 5 feet.
  • Your Strength score increases by 3, your Constitution increases by 2, and the maximum for both increases to 22.
  • Your Intelligence and Wisdom scores are both reduced by 3.
  • You gain immunity to poisoned damage, the poisoned condition, and all diseases.
  • You gain proficiency in Athletics.
  • You regenerate 1 hit point at the end of each round until you are decapitated or obliterated. Whenever your proficiency bonus increases to an even number (+4, +6) your regeneration increases by 1.
  • Your unarmed strikes deal 1d4 bludgeoning damage.
  • When you pick up a broken weapon, you can treat it as though it were not broken. If the weapon you are wielding is red, you gain a +1 bonus to attack and damage rolls with it.
  • If you have Volo’s Guide to Monsters you can use the rules for an Orc with only the following of the above features: natural armor, increased speed, poison & disease immunities, Athletics proficiency, regeneration, unarmed strikes, and broken/red weapons.

SPACE MARINE

These biologically augmented warriors are the apotheosis of humanity, perfect soldiers encased in suits of power armor that make them the bane of xenos across the universe. You gain the following benefits (and are otherwise human, though you gain no benefits from that distinction):

  • Your size is Large. GMs that prefer them to be Medium (most space marines are ~7 feet tall) can give them the following feature instead:
    • Bigger. You are treated as one size Larger for grapples and when determining carrying capacity.
  • Your speed is 40 feet.
  • Your Strength, Dexterity, and Constitution scores increase by 2, and their maximums increase by 2. Your Intelligence, Wisdom, and Charisma scores increase by 1.
  • You have resistance to poison damage.
  • You have advantage on saving throws against diseases and poison.
  • You gain proficiency in Athletics and Perception.
  • You have advantage on sight- and sound-based Wisdom (Perception) checks (increasing your passive Perception by 5) and on checks made to identify a chemical substance.
  • Whenever you take damage, you ignore 1 point of damage.
  • You regenerate 1 hit point every minute. When reduced to 0 hit points you automatically stabilize unless you have suffered a mortal wound (such as instant death from decapitation, evisceration, or massive damage). While at 0 hit points you remain conscious but are incapacitated.
  • Instantly killing you requires twice as much damage as normal. At the GM’s discretion, you may not even truly die in such an instance (sustained instead by the sus-an membrane putting your body into a state of suspended animation for as long as hundreds of years)
  • You do not need to eat food or drink water. You require only 4 hours of sleep to gain the benefits of a long rest and while sleeping you remain conscious. You can go 2 weeks without sleep.
  • You still need to breathe air, but you are able to sustain yourself on far less of it (as little as 5% oxygen content) and can hold your breath for 10 times as long as normal.
  • You are able to absorb genetic material by consuming blood or flesh, the omophagea inside your body transmitting the gained information to your brain as a set of memories or experiences. What this can reveal is at the discretion of the GM.
  • Your unarmed strikes deal 1d4 bludgeoning damage.
  • You produce a blinding spittle able to temporarily deprive foes of their vision. As a bonus action, you spit your corrosive saliva at a creature within 15 feet. It makes a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or is blind until the end of your next turn.
  • You gain proficiency with simple, martial, and extremis weapons as well as all armor and shields.

SQUATS

I know they aren’t really a major thing in the IP anymore but I love me some space dwarves. Use the regular statistics for dwarves, adding these additional benefits:

  • Your Intelligence score increases by 2 and your maximum increases to 22.
  • You gain proficiency with Technology and have advantage on checks made to analyze, build, engineer, repair, and sabotage technological devices.
  • You gain proficiency with technological vehicles (be they for air, land, outer space, or water).
  • You gain the Touch of Fate feature.

TAU

The tau are a race of technologically-advanced xenos from the fringes of space, an entire empire devoted to the Greater Good. GMs with a party that have more than one tau should create subtypes to represent various societal casts, but otherwise treat them as (fire tau that are statistically identical to) regular humans with the following benefits:

  • You gain proficiency with Technology.
  • You have advantage on saving throws against spells.
  • You gain the Touch of Fate feature.
  • You barely register in the Warp and cannot take the Psyker feat or any psyker archetypes.

 

For kroot, genestealers, and other xenos, consult your GM and beware the Inquisition!

 

CHARACTER BACKGROUNDS

All humans should use the backgrounds available to regular characters as well as those found in the Book of Exalted Darkness (including that free Evil Primer PDF particularly for chaos folks!), Hypercorps 2099 5E, and 2099 Wasteland as appropriate. If you dig around on my website, you will little bits scattered here and there. If your character is already all about the Warp, make sure to twist your background into something appropriately maddening and evil. Otherwise a human should probably be either very much pragmatic (PS: got a Pragmatist background in Mists of Akuma 😉 ) or very devout. If you are xenos, chances are good you’ll have the best luck in 2099 Wasteland although again, with a bit of tweaking many of the standard backgrounds should suit you fine.

As mentioned above, space marines are going to overshadow unaugmented characters so for any PC that isn’t a space marine, an ork, or taking the Cog-Born background, give out two character backgrounds to help even out the playing field a bit.

Cog-Born

Either identified from scholam in your youth and brought into the fold of the Mechanicum, saved from slavery in the hold of a chaos warship, chosen by the Dark Mechanicums probability machines, trained by xenos scientists, or otherwise led to learning how to assuage the spirits of the machine (or if you’re a stout, you know, understanding how machines work).
Skill Proficiencies: Science, Technology
Tool Proficiencies: Alchemist’s supplies, thieves’ tools, tinker’s tools
Equipment: Alchemist’s supplies, thieves’ tools, tinker’s tools
Feature: Coax the Machine Spirit. You have learned enough about the workings of technology that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of technology (except for extremis weapons and power armors).

Space Marine Backgrounds

You only get a single proficiency or feature because you’ve got enough goodies already. :p
Also for whatever godawful reason, Games Workshops doesn’t have lady space marines. I say f#%^ that–if you want to play a female Adeptus Astartes, do it. Assume that the Lost Primarchs are DAUGHTERS instead of sons (! my word!) and that they have been in deep space, written from history for fear of the singular ability that sets them apart from their male kin: reproducing Adeptus Astartes far more rapidly than any chapter of battle brothers ever could. One chapter is oriented towards Chaos and the other chapter remains true to the Imperium. As an extra f#@$-you to misogynists, you get proficiency in one skill and two tool kits of your choice for playing a lady space marine.

CHAOS SPACE MARINE BACKGROUNDS

  • Alpha Legion: Deception proficiency
  • Death Guard: poison immunity
  • Emperor’s Children: thunder resistance
  • Iron Warriors: Investigation proficiency
  • Night Lords: Stealth proficiency
  • Sons of Horus: Persuasion proficiency
  • Thousand Sons: Arcana proficiency
  • Word Bearers: Religion proficiency
  • World Eaters: Intimidation proficiency

IMPERIUM SPACE MARINE BACKGROUNDS

  • Blood Angels: natural weapon bite attack (1d4)
  • Dark Angels: Survival proficiency
  • Imperial Fists: Insight proficiency
  • Iron Hands: Technology proficiency
  • Raven Guard: Stealth proficiency
  • Salamanders: deal an additional 1 point of damage per die when dealing fire damage
  • Space Wolves: Advantage on smell-based Perception checks
  • Ultramarines: History proficiency
  • White Scars: Vehicle (land) proficiency

FEAT: Psyker

Prerequisites: Wisdom 16 or Charisma 16

You are able to call upon the powers of the Warp. Whether through training by Imperium-sanctioned psykers or through the manipulations of daemons, you wield what some call sorcery or magic, using it to perform tasks that defy belief.

  • You are able to take a psyker archetype.
  • You have advantage on checks and saving throws to resist increasing your Corruption score.
  • You learn one cantrip from any spell list, using either your Wisdom or Charisma (whichever is highest) as your spellcasting ability score.
  • You learn one 1st-level spell from any spell list, using either your Wisdom or Charisma (whichever is highest) as your spellcasting ability score. You are able to cast this spell a number of times equal to your proficiency bonus before requiring a short rest to recharge the use of this feature.

 

CHAOS CLASS ARCHETYPES

In the months to come there are going to be a lot of archetypes, almost all of which are focused on playing as a faithful servant of the Imperium of Mankind. At the GM’s discretion, these can be tweaked and modified for playing a character devoted to the Warp instead, gaining dark gifts of Chaos that work the same way as the written ability but represented by a gruesome mutation or unholy relic rather than Imperial training or advanced technology.

 

END OF HACK #1

There’s more ground to be covered yet but this should be enough to take the given core rules of Dungeons & Dragons 5th Edition into the grim, dark future of Warhammer 40,000.

In the next post I’m going to dig into weapons, power armor, and other equipment. Then it’s onto class archetypes where each post will have an option for space marines and something for non-space marines (for 7 posts), and after that there’ll be 9 paired monsters posts.

For the 20th post (because Enuncia is close to my heart and deserves a post of its own, mostly because I can’t think of a specific one it ought to be with–and I can drop in the random sidebar-esque material in there) I’ll share the big google document where all the content is efficiently organized, improved via feedback from folks, and super accessible.

Thanks for checking this out! 😀

(MIKE WHAT ABOUT STARFINDER — I just got my dev copy and am gleefully reading it. That hack will definitely include the Starfinder conversion of Hyper Score so I need some time to work it out. Don’t worry, it’ll get here. 😀 )

Street Fighter D&D 5E: The Unofficial PDF! (and Gouken)

Welcome to the LAST (!) post for Street Fighter D&D 5E!

Real quick–you can find me at via @MikeMyler2 on Twitter, over here on Facebook, and also on Google+ to share feedback and so on, or just comment here. Also, the quick list of all the goodies on my website –> here.

I was going to delay this for while I was at GenCon (Booth #2940 helping out End Transmission Games!) and then I thought “f#%@ it. Unleash this onto the world.” Also I’m very, very keen on starting the Warhammer 40k D&D 5E Hack–next Friday.

WITHOUT FURTHER ADO

Street Fighter DnD 5e Unofficial Homebrew

Street Fighter DND 5e cover snapshot.JPG

And a Google Drive link too if you prefer it.

All of these characters (some two dozen Street Fighters plus Aku, Samurai Jack, Protoman, Afro Samurai, Jinno, Shun-Di, and then a coterie of magic items) are built using rules from Mists of Akuma (which has a 40 page preview PDF and other free stuff, including character sheets should you be interested in some eastern fantasy noir steampunk).
As noted inside the PDF (and on the cover) this is an unofficial fan product and not an official licensed Street Fighter or D&D 5E product. It exists because people asked for it and I wanted it. It is not for sale–just fun. That said let me know how things go when you slap your players around with some of these awesome Capcom characters! 😀

Thanks for visiting my website!

(and as usual there’s an abbreviated statblock for today’s Street Fighter on the bottom of this post)

Gouken street fighter dnd 5e.png

Gouken

Medium humanoid (soburi), lawful good monk (martial artist) 19
Armor Class 21 (Wisdom, martial arts stances)
Hit Points 184 (19d8+95)
Speed 60 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 17 (+3) 20 (+5) 15 (+2) 20 (+5) 15 (+2) 21 (+5) 10 (+0)

Saving Throws all (proficiency bonus +6)
Skills Acrobatics +9, Arcana +8, Athletics +11, History +8, Insight +11, Perception +11, Stealth +9
Damage Resistances bludgeoning
Damage Immunities force, radiant
Condition Immunities diseases, poisoned
Senses passive Perception 21
Languages Soburi (Common)
Challenge 21 (33,000 XP)
Background (Sage): Researcher. When Gouken attempts to learn or recall a piece of lore, if he does not know that information, he often knows where and from whom he can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature.
Evasion. If Gouken is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Feat: Martial Adept (1d6, 1/short rest). Gouken has martial training that allows him to perform special combat maneuvers. His superiority die is expended when he uses a maneuver. Gouken regains all of his expended superiority dice when he finishes a short or long rest.

  • Rally. On his turn, Gouken can use a bonus action and expend one superiority die to bolster the resolve of one of his companions. When he does so, he chooses a friendly creature who can see or hear him. That creature gains temporary hit points equal to the superiority die roll + 2.
  • Riposte. When a creature misses Gouken with a melee attack, he can use his reaction and expend one superiority die to make a melee weapon attack against the creature. If he hits, he adds the superiority die to the attack’s damage roll.

Ki (19 points). Gouken harnesses the mystic energy of ki and can spend these points to fuel various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points.

  • Flurry of Blows. Immediately after Gouken takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Gouken can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Gouken can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Stunning Attack. Gouken can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 19 Constitution saving throw or be stunned until the end of his next turn.
  • Diamond Soul. Whenever Gouken makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.
  • Empty Body. Gouken can use his action to spend 4 ki points to become invisible for 1 minute. During that time, he also has resistance to all damage but force damage. Additionally, he can spend 8 ki points to cast the astral projection spell, without needing material components. When he does so, he can’t take any other creatures with him.
  • Hadouken! By spending 1 ki as an action, Gouken unleashes up to two balls of energy as ranged attacks (range 40/100) that deal 24 (3d12+5) force damage. These are otherwise treated as unarmed strikes (and can be used with Flurry of Blows and features like it).
  • Hurricane Kick! By spending 1 ki as a bonus action, Gouken can make a melee attack against any number of creatures within 15 feet of him, with a separate attack roll for each target.
  • Shinko-Hadouken! By spending 3 ki as well as his action and bonus action, he can unleash an intense beam of energy in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 123 (19d12) force damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw are also pushed back a number of feet equal to half the damage they take (round up).

 

 

Martial Arts. Gouken can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d10 in place of the normal damage of his unarmed strike or monk weapons. In addition, when Gouken uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.
Purity of Body. Gouken’s mastery of the ki flowing through him makes him immune to disease and poison.
Stance Scion. Gouken has learned 5 martial arts feats from his monk training and is able to simultaneously utilize up to 4 at once.
Stance of the Evanescent Sun (3). Gouken’s strikes deal an additional 1d8 radiant damage and he is immune to radiant damage. He knows the dancing lights cantrip and can cast it without the need for material components or concentration.
Stance of the Inner Force (3). Gouken’s strikes deal an additional 1d8 force damage, he has resistance to force damage, and he has advantage on saving throws to avoid taking force damage. He knows the mage hand cantrip and can cast it without the need for verbal components, and he only requires a bonus action to control the hand.
Stance of the Stout Boar (3). Gouken’s unarmed strikes deal an additional 1d8 bludgeoning damage, he may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, he has advantage on saving throws against effects or spells that would cause him to move, and he gains resistance to bludgeoning damage.
Stillness of Mind. As an action, Gouken can end one effect on himself that is causing him to be charmed or frightened.
Timeless Body. Gouken’s ki sustains him so that he suffers none of the frailty of old age, and he can’t be aged magically. He can still die of old age, however. In addition, he no longer needs food or water.
Tongue of the Sun and Moon. Gouken can touch the ki of other minds so that he understands all spoken languages. Moreover, any creature that can understand a language can understand what he says.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Gouken’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Gouken’s speed increases by 30 feet while he is not wearing armor or wielding a shield, and he is able to move along vertical surfaces and across liquids on his turn without falling during the move.
Unarmed Savant. Gouken’s unarmed strike damage increases by one step (to 1d12) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. When Gouken takes the attack action he attacks twice, spending 1 ki if using hadouken! He can spend a bonus action to make a third unarmed strike or a bonus action and 1 ki to make a third and fourth unarmed strike. Alternatively he can spend a bonus action and an additional 1 ki to make a third and fourth hadouken!
Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (1d12+1d8+8) magical bludgeoning, 4 (1d8) force damage, and 4 (1d8) radiant damage.
Hadouken! Ranged Weapon Attack: +11 to hit, range 40/100, one target. Hit: 24 (3d12+5) force damage.

REACTIONS
Deflect Missile. Gouken can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 28 (1d12+3d8+8).
Slow Fall. Gouken can use his reaction when he falls to reduce any falling damage he takes by 90.

GOUKEN’S SONGEN PRAYER BEADS

Legendary wondrous item, requires attunement
These worn wooden beads have been worn by Gouken for years, gradually gathering up the spiritual energy condensed by his meditation. Songen prayer beads have 8 prayer points; Gouken has attuned them to grant sacred skills Acrobatics and Perception (2 points) and sacred strike x3 (6 points). In addition, while wearing this item he gains the following features:

  • Hadouken! By spending 1 ki as an action, Gouken unleashes up to two balls of energy as ranged attacks (range 40/100) that deal 24 (3d12+5) force damage. These are otherwise treated as unarmed strikes (and can be used with Flurry of Blows and features like it).
  • Hurricane Kick! By spending 1 ki as a bonus action, Gouken can make a melee attack against any number of creatures within 15 feet of him, with a separate attack roll for each target.
  • Shinko-Hadouken! By spending 3 ki as well as his action and bonus action, he can unleash an intense beam of energy in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 123 (19d12) force damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw are also pushed back a number of feet equal to half the damage they take (round up).

 

——————- REDUCED STATBLOCK ——————

Gouken

Medium humanoid (soburi), lawful good monk 19
Armor Class 21 (Wisdom, martial arts stances)
Hit Points 184 (19d8+95)
Speed 60 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 17 (+3) 20 (+5) 15 (+2) 20 (+5) 15 (+2) 21 (+5) 10 (+0)

Saving Throws all (proficiency bonus +6)
Skills Arcana +8, Athletics +11, History +8, Insight +11, Perception +11, Stealth +9
Damage Resistances bludgeoning
Damage Immunities force, radiant
Condition Immunities diseases, poisoned
Senses passive Perception 21
Languages Soburi (Common)
Challenge 21 (33,000 XP)
Evasion. If Gouken is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Feat: Martial Adept (1d6, 1/short rest). Gouken has martial training that allows him to perform special combat maneuvers. His superiority die is expended when he uses a maneuver.

  • Rally. On his turn, Gouken can use a bonus action to choose a friendly creature who can see or hear him. That creature gains 1d6+2 temporary hit points.
  • Riposte. When a creature misses Gouken with a melee attack, he can use his reaction and expend one superiority die to make a melee weapon attack against the creature. If he hits, he adds 1d6 to the attack’s damage roll.

Ki (19 points).

  • Patient Defense. Gouken can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Gouken can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Stunning Attack. Gouken can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 19 Constitution saving throw or be stunned until the end of his next turn.
  • Diamond Soul. Whenever Gouken makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.
  • Empty Body. Gouken can use his action to spend 4 ki points to become invisible for 1 minute. During that time, he also has resistance to all damage but force damage. Additionally, he can spend 8 ki points to cast the astral projection spell, without needing material components. When he does so, he can’t take any other creatures with him.
  • Hurricane Kick! By spending 1 ki as a bonus action, Gouken can make a melee attack against any number of creatures within 15 feet of him, with a separate attack roll for each target.
  • Shinko-Hadouken! By spending 3 ki as well as his action and bonus action, Gouken can unleash an intense beam of energy in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 123 (19d12) force damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw are also pushed back a number of feet equal to half the damage they take (round up).

 

 

Stance of the Evanescent Sun (3). Gouken knows the dancing lights cantrip and can cast it without the need for material components or concentration.
Stance of the Inner Force (3). Gouken has advantage on saving throws to avoid taking force damage. He knows the mage hand cantrip and can cast it without the need for verbal components, and he only requires a bonus action to control the hand.
Stance of the Stout Boar (3). Gouken may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, and he has advantage on saving throws against effects or spells that would cause him to move.
Stillness of Mind. As an action, Gouken can end one effect on himself that is causing him to be charmed or frightened.
Unarmored Movement. Gouken is able to move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS
Multiattack. When Gouken takes the attack action he attacks twice, spending 1 ki if using hadouken! He can spend a bonus action to make a third unarmed strike or a bonus action and 1 ki to make a third and fourth unarmed strike. Alternatively he can spend a bonus action and an additional 1 ki to make a third and fourth hadouken!
Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (1d12+1d8+8) magical bludgeoning, 4 (1d8) force damage, and 4 (1d8) radiant damage.
Hadouken! Ranged Weapon Attack: +11 to hit, range 40/100, one target. Hit: 24 (3d12+5) force damage.

REACTIONS
Deflect Missile. Gouken can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 28 (1d12+3d8+8).
Slow Fall. Gouken can use his reaction when he falls to reduce any falling damage he takes by 90.