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Marine

Source: (5e 2014).

You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your second home, the rain your shelter, and the crashing waves your battle cry.

Benefits

Feature Details
Skill Proficiencies Athletics
Survival
Tool Proficiencies Vehicles (land & water)
Languages None
Equipment A dagger Value:2gp Weight:1lb that belonged to a fallen comrade
a folded rag emblazoned with the symbol of your ship or company
a set of traveler's clothes Value:2gp Weight:4lbs
and a pouch Value:5sp Weight:1lb containing 10gp Features Hardship Endured Hardship in your past has forged you into an unstoppable living weapon. This hardship is essential to you
is at the heart of a personal philosophy or ethos that often guides your actions. You can roll on the following table to determine this hardship or choose one that best fits your character. d6 Hardship 1 You hid underwater to avoid detection by enemies
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
bolt missed you. You slew scores of enemies single-handedly
led your comrades to victory. 5 For days
you hid in the bilge of an enemy ship
surviving on brackish water
foolhardy rats. At the right moment
you crept up to the deck
took over the ship on your own. 6 You carried an injured marine for miles to avoid capture
death. Steady You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of the Player's Handbook). Additionally
you can automatically find a safe route to land a boat on shore
provided such a route exists. Suggested Characteristics Marines are looked up to by other soldiers
respected by their superiors. They are veteran warriors who rarely lose composure on the battlefield. Marines who leave the service tend to work as mercenaries
but their combat experience also makes them excellent adventurers. Though they are self-reliant
marines tend to operate best in groups
valuing camaraderie
the companionship of like-minded individuals. Personality Traits d8 Personality Trait 1 I speak rarely but mean every word I say. 2 I laugh loudly
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
quiet in the rain. 8 When the sea is within my sight
my mood is jovial
optimistic. Ideals d6 Ideal 1 Teamwork. Success depends on cooperation
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) Bonds d6 Bond 1 I face danger
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. Flaws d6 Flaw 1 I grow combative
unpredictable when I drink. 2 I find civilian life difficult
struggle to say the right thing in social situations. 3 My intensity can drive others away. 4 I hold grudges
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.