![]() ![]() The amount of the extra damage increases by 1d10 at 11th and 17th level (to a maximum of 3d10).Īlso at 11th level, you learn how to quickly and effectively amputate. 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. 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 regain medicio points after finishing a short or long rest.īeginning at 6th level, you learn how to best strike a living creature with deadly effectiveness. ![]() 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. By spending an action, you can expend medicio points to heal a space marine within reach, restoring 10 hit points per medicio point spent. Whenever you gain a monk level, your pool of medicio points increases by 1. 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.Īlso at 3rd level, you gain a number of medicio points equal to your monk level. WARHAMMER 5E SKINIt 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. The creature can’t regain hit points from being patched up again until it finishes a short or long rest.Īt 3rd level, your chapter gives you a narthecium, the tool of your trade. 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). WARHAMMER 5E PATCHAs 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. When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. In addition, you gain proficiency with the healer’s kit. 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. Unlike other monk player options, you choose this archetype at 2nd level (instead of 3rd) and do not receive a ki pool. All space marine chapters have apothecaries. 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. 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. Power Armor (for space marines, for chaos space marines, for non-space marines, even for xenos!)įirst 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). ![]()
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