Hit Dice: 1d10 per Astral Marine level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Astral Marine level after 1st
Armor: All armor, shields
Weapons: all weapons, futuristic weapons
Tools: Tinker's tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Athletics, Intimidation, Medicine, Perception, Sleight of Hand, Survival
You start with the following equipment, in addition to the equipment granted by your background:
(a) Laser Pistol or (b) Laser Rifle
4 Energy cells
Spiked Armor
Tinker's tools
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Combat Tactics, Energize |
2nd | +2 | Action Surge, Rapid Reload, Weapon Knowledge |
3rd | +2 | Combat Training |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Ability Score Improvement |
7th | +3 | Combat Training Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Energy Boost |
10th | +4 | Combat Training Feature |
11th | +4 | Extra Attack (2) |
12th | +4 | Ability Score Improvement |
13th | +5 | Energy Boost (2 use) |
14th | +5 | Ability Score Improvement |
15th | +5 | Combat Training Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Action Surge (2 uses), Energy Boost (3 uses) |
18th | +6 | Combat Training Feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Extra Attack (3) |
You specialize in one of the following feats from your training.
Defense - While wearing armor, you gain a +1 bonus to AC.
Futuristic Weapon Training - You gain a +2 to attack rolls made with futuristic weapons.
Laser Resistance - You are resistant to radiant and necrotic damage.
Marksman's Grit - You add twice your ability score bonus, rather than your ability score bonus, to the first attack you make each round with a futuristic weapon.
Precision - Whenever you roll damage for a futuristic weapon and roll the lowest number possible on any of the dice, you may re-roll the damage for that die, even if the re-roll is the same result.
As a bonus action, you may use an energy cell to power your cybernetic implants and regain a number of hit points equal to 1d6 + your Astral Marine level. Once you've used this feature, you can't use it again until you've finished a short or long rest. Once you reach 11th level, you may use this feature twice before a rest instead.
Starting at 2nd level, you can spend an 1 hour creating 1 ammunition round for any of the Spelljammer Weapons from tinker's tools as part of a long rest.
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.
Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 11th level and to four at 20th level.
Beginning at 2nd level, once on your turn, you can reload a weapon with the reload property without using an action or bonus action.
At 3rd level, you can one of the following 3 lifestyles, abiding to new way of living and fighting to achieve your goals. See Below.
At 9th level, you can expend an energy cell to enhance your cybernetic implants for 1 minute. While your cybernetic implants are enhanced, you have an advantage on Strength, Dexterity, and Constitution saving throws and checks.
As a Spacer, you choose to stick with your origins and use your advanced technology to dominate new worlds.
Starting when you choose this training at 3rd level, you can craft energy cells. You can spend an hour and 3 gp of raw materials to craft an energy cell.
Once you reach 7th level, your cybernetic implants grant you a +2 bonus to AC.
Starting at 10th level, you have advantage on any check to try and understand technology, and you may add your proficiency bonus to any roll you make to operate or figure out a technological device.
Beginning at 15th level, you may use your bonus action to attack with a ranged weapon that uses an energy cell.
Starting at 18th level, you may power energy weapons with the power generated by your cybernetic implants rather than with energy cells. You may attack with a futuristic firearm without expending ammunition.
A Heavy Archer chooses to blend both the technology of their past and the technology provided in this new plane of existence, using their skill with ranged weaponry and battle armor to take up the bow.
Beginning when you choose this training at 3rd level, you learn how to transfer your skill with pistols and rifles to that of bows. You are now proficient in all bows and crossbows.
When you make an sucessful attack with a bow or crossbow you can consume one energy cell and empower it with one of the following options. If you do so, you can't do it again unless you finish a short or long rest.
Electromagnetic Shot: Your attack deals an additional 2d6 lighting damage and disables any energy weapon the target holds or wears until the end of your next turn if they fail a Dexterity Saving throw against 10 + your Proficiency Bonus. Spelljammer Weapons automatically fail this save.
Harpoon Shot: Your attack against your target anchors you one it, dealing an additional 1d6 piercing damage, if the target counts as one size smaller than you, you can pull him 20 ft. towards you in a straight line as a bonus action in the same turn. If you count as one size smaller than your target your can pull yourself towards your target instead.
At 7th level, you learn how to best make use of archaic armor. Whenever you take bludgeoning, piercing, or slashing damage while wearing armor, you may use your reaction to gain resistance to nonmagical bludgeoning, piercing, and slashing damage until the end of your next turn.
Starting at 10th level, you may expend an energy cell to charge a ranged weapon for 1 minute. A charged weapon counts as a magical weapon for the purposes of bypassing damage resistance and immunity to non-magical damage, and deals an extra 2d10 lightning damage on a hit.
At 15th level, you learn how to transfer your previous training in hitting enemy weak points to hit the weak points of your new enemies. Your attacks now score a critical hit on a roll of 18-20.
Once you reach 18th level, your training in combining techniques of the future with the weaponry of the past culminates in the ability to obliterate multiple opponents in a devastating wave of piercing energy. While you are wielding a bow or a crossbow, you may use your action to make a single weapon attack roll and apply the results to all creatures in a 5-foot wide by 60-foot long line. Each creature in the line you hit takes double the normal piercing damage of your bow or crossbow and an additional 4d10 points of lightning damage. If you score a critical hit on your attack roll with this feature, you may only score a critical hit on one creature in the line you choose. For all other creatures you hit, your attack is only a normal hit. The damage you deal with this feature bypasses resistance and immunity to both piercing and lightning damage.
A Librarian gives in to the world around them to learn the wondrous abilities of the world they are in that they did not have access to in the past, taking up a spellbook and learning the arts of the arcane.
At 3rd level, you gain the ability to cast spells. Read the 'Eldrich Knight Spellcasting' in the Player Handbook for the Spellcasting table.
At 3rd level, you may use magic to bond yourself to one weapon through an hour long ritual. Once you are bonded you cannot be disarmed of this weapon unless you are unconscious or deceased. You can only be bonded to one weapon at a time.
At 7th level, you use your cybernetic implants to energize your spellcasting and cast a cantrip as a bonus action. However, if this is done in conjunction with a spell then a short or long rest is required to regain use of this feature.
At 10th level, you have advantage on spell attack rolls against enemies 5 feet ahead of you.
At 15th level, your speed increases by 15 feet.
At 18th level, your cybernetic implants are overcharged by your arcane energy, allowing you to cast two cantrips as an action.