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Colonial Marine Guardsman in Dungeons & Dragons 5e

Colonial Marine Guardsman


Hit Points

Hit Dice: d12 per Colonial Marine Guardsman level
Hit Points at first Level: 12+1d12+Constitution modifier
Hit Points at Higher Levels:

Proficiences

Armor: Personal, Martial, Energy
Weapons: Simple, Matrial Ranged and Melee weapons
Tools: Trackers, Mounted Weaponry, Vehicles
Saving Throws: Strength, Constitution
Skills: Choose three from:
Perception Athletics Medicine Investigation Mechanics Intimidation

Class Features

Dauntless: As a bonus action, you gain 10+1d6 temporary hit points. This lasts for 3 turns. You can do this a number of times equal to your Constitution modifier, and regain all expended uses after a Short Rest.
Unconventional: You can quickly make a variety of weapons and traps from components you have on hand. You can spend 1 minute to craft any of the following:
Molotov: Thrown weapon. Target makes a DC 15 Dexterity save or takes 3d6 fire damage and is ignited. Half damage and is not ignited on a success.
Pipe Bomb: Thrown weapon. Roll an attack to hit. Deals 1d10 piercing damage and 2d10 fire damage. Creatures in a 30ft radius must make a Dexterity saving throw or take 1d4+2 fire damage.
EMP: Disables electric components within 60ft for 5d4 rounds, including doors. Can be remotely activated as a reaction.
Claymore Trap: Can be hidden with a Survival check. Choose a direction to aim the trap. Any creature that approaches within 15 ft of the trap from the targeted direction must make a DC 15 Dexterity check or trigger the trap. This save is at disadvantage if the trap is hidden. All creatures in a 15ft cone targeted in the selected direction take 2d10+5 piercing damage if the trap is triggered.


Starting Equipment

1 Standard Pulse Rifle
20 Pulse Cartridges
 .365 Handgun
10 .365 Rounds
Marine Body Armor
Mercenary Access Card


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