Being the marine heritage you had been educated for the sake of combat on a variety of sandy seashores and additionally on the rocky shores. Of path, you have been launched the middle of the night raids from the swift ships these names evoke the terror in some of the hearts of your adversaries. Probably the water is your 2nd home, the rain is your shelter, and additionally the crashing waves your warfare cry.
Marine 5e
All the Marines’ backgrounds are appeared up to by way of different troopers and additionally revered via their superiors. Of route, they are nearly veteran warriors who may want to seldomly lose their composure on the battlefield. The Marines who go away the provider have a tendency to be working like the mercenaries, however, the direction of their fight trip can additionally makes them first-rate adventurers. Of direction, the problem is in your previous has solid you into an unstoppable dwelling weapon. Of route, this hassle is greater critical to you and basically, it is at the coronary heart of the private philosophy or else ethos which often causes your actions.
These marines are specialized in battle in the sea or underneath the surface. They regularly shape raiding events that strike up from underneath the ocean, then use the sea to conceal their method till they are equipped to launch their attack. While now not in a position to breathe water naturally, marines can use specialized gear and a small quantity of magic to enable them to continue to be beneath the floor for big lengths of time. When hostilities are joined, the marines’ fearsome nature comes to the fore, making them a first-rate pressure to spearhead an amphibious assault. Marines additionally make equipped and successful sailors, however, they see this as solely an ancillary responsibility.
- Skill Proficiencies: Athletics, Survival
- Tool Proficiencies: Vehicles (land & water)
- Languages: None
Starting at the sixth level, you have mastered the tried-and-true marine tactic of strolling around a goal at the same time as laying down weapon fire. If you determine to circle strafe, you mark one goal you can see inside 30 toes at the beginning of your turn, noting the distance between you. If you quit your flip that distance or higher from your beginning area while closing inside 30 ft of the mark, you are circle-strafing. If you make a melee assault or assault a creature different than the mark at some stage in your turn, you do not take advantage of circle-strafing.
When you attain the 4th level, and once more at the 9th, 10th, 12th, 14th, 16th, and nineteenth level, you can amplify one potential rating of your preference by using 2, or you can amplify two capacity ratings of your preference via 1. As normal, you can not enlarge a capability rating above 20 with the use of this feature. Once on your turn, when you make an assault with a one-handed ranged weapon, you can make an extra assault with that weapon towards the equal target.
Hardship Endured
D6 | Hardship |
---|---|
1 | You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have died, you had a revelation about your existence. |
2 | You spent months enduring thirst, starvation, and torture at the hands of your enemy, but you never broke. |
3 | You enabled the escape of your fellow soldiers, but at great cost to yourself. Some of your past comrades may think you're dead. |
4 | No reasonable explanation can explain how you survived a particular battle. Every arrow and bolt missed you. You slew scores of enemies single-handedly and led your comrades to victory. |
5 | For days, you hid in the bilge of an enemy ship, surviving on brackish water and foolhardy rats. At the right moment, you crept up to the deck and took over the ship on your own. |
6 | You carried an injured marine for miles to avoid capture and death. |
Personality Traits
D8 | Personality Trait |
---|---|
1 | I speak rarely but mean every word I say. |
2 | I laugh loudly and see the humor in stressful situations. |
3 | I prefer to solve problems without violence, but I finish fights decisively. |
4 | I enjoy being out in nature; poor weather never sours my mood. |
5 | I am dependable. |
6 | I am always working on some project or other. |
7 | I become cantankerous and quiet in the rain. |
8 | When the sea is within my sight, my mood is jovial and optimistic. |
Ideal
D6 | Ideal |
---|---|
1 | Teamwork: Success depends on cooperation and communication. (Good) |
2 | Code: The marines' code provides a solution for every problem, and following it is imperative. (Lawful) |
3 | Embracing: Life is messy. Throwing yourself into the worst of it is necessary to get the job done. (Chaotic) |
4 | Might: The strong train so that they might rule those who are weak. (Evil) |
5 | Bravery: To act when others quake in fear- this is the essence of the warrior. (Any) |
6 | Perseverance: No injury or obstacle can turn me from my goal. (Any) |
Bond
D6 | Bond |
---|---|
1 | I face danger and evil to offset an unredeemable act in my past. |
2 | I. Will. Finish. The. Job. |
3 | I must set an example of hope for those who have given up. |
4 | I'm searching for a fellow marine captured by an elusive enemy. |
5 | Fear leads to tyranny, and both must be eradicated. |
6 | My commander betrayed my unit, and I will have revenge. |
Flaw
D6 | Flaw |
---|---|
1 | I grow combative and unpredictable when I drink. |
2 | I find civilian life difficult and struggle to say the right thing in social situations. |
3 | My intensity can drive others away. |
4 | I hold grudges and have difficulty forgiving others. |
5 | I become irrational when innocent people are hurt. |
6 | I sometimes stay up all night listening to the ghosts of my fallen enemies. |
Marines are participants of paramilitary companies that furnish safety in interplanetary areas and off-world facilities. Applicants to the marine corps are anticipated to be bodily healthy. Inductees ostensibly endure a strict coaching regime, though company strain frequently leads to recruits being fast-tracked into action.