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Marauder Class Features

CLASS FEATURES

As a marauder, you gain the follow class features.

 

HIT POINTS

Hit Dice: 1d12 per berserker level

Hit Points at 1st Level: 12 + your Constitution modifier

Hit Points at Higher Levels: 7 + your Constitution modifier per marauder level after 1st

 

PROFICIENCIES

Armor: Light armor, medium armor

Weapons: All electroweapons, simple blasters

Tools: None

Saving Throws: Strength, Constitution

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

STARTING WEALTH & EQUIPMENT

In addition to items given from your background, you start with your own wealth to purchase your starting gear. You gain the below amount for your starting wealth plus any credit given from your background:

     Marauder: 2000 Credits     

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CLICK HERE FOR EQUIPMENT

ADRENALS

You have learned a secret formula which enhances your primal ferocity. On your turn, you can inject yourself with an adrenal as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.

  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a berserker, as shown in the Adrenal Damage column of the Marauder table.

  • You have resistance to kinetic and energy damage.

 

If you are able to cast powers, you can’t cast them or concentrate on them while stimulated with the adrenal.

 

Your adrenal lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also take a sedative a bonus action to end your adrenal early.

 

Once you have taken the number of adrenals shown for your marauder level in the Adrenal column of the marauder table, you must finish a long rest before you can dope up again.

 

UNARMORED DEFENSE

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

 

RECKLESS ATTACK

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

 

DANGER SENSE

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

 

MARAUDER ARCHETYPE

At 3rd level, you choose an approach that shapes the nature of your marauding which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat. (see here)

EXTRA ATTACK

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

 

SIDE EFFECT
By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the start of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

 

BRUTAL CRITICAL

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.

 

STIMULI
Starting at 11th level, your adrenal can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

 

PERSISTENT ADRENALS

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

 

INDOMITABLE MIGHT

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

CHEMICAL WARFARE

At 20th level, you embody the enhancements you inject. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

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