Crucibleborn
Crucibleborn are towering gene-wrought soldiers forged in sealed sky-fortresses and mountain crucibles. Their flesh holds secondary hearts, acid glands, and bone denser than steel. They speak little, move with practiced economy, and measure worth in completed oaths. Each belongs to an eternal legion that remembers wars older than kingdoms. They are not born; they are made—taken as aspirants, broken, rebuilt, and sworn. In peace they stand as living walls. In war they are the tip of the spear against horrors that crawl from the void between stars, the deep earth, and the sins of mortals who would unmake creation.
Class Features
Proficiencies
Starting Equipment
Class Resources
Surge represents emergency output from secondary hearts, catalytic glands, and trained battle-focus. It fuels Doctrine Techniques, Secondary Heart, Indomitable Flesh, and several subclass powers. Maximum Surge equals the value on the class progression table for your level (2 at 1st, scaling to 12 at 20th).
Class Abilities
Martial Abilities
Bolter Barrage
You unleash a rapid series of shots from a ranged martial weapon, simulating mass-reactive fire discipline.
Action. Range: weapon range. Target: one creature within range, plus you may choose a second creature within 10 feet of the first if both are within the weapon's long range. Make a separate ranged weapon attack against each chosen target. On a hit, deal the weapon's normal damage. If you spend 1 Surge before rolling, each hit deals +1d6 thunder damage and the target's speed is reduced by 10 feet until the start of your next turn. Movement: None. Duration: Instantaneous. Attack or save: Ranged weapon attack rolls. Defense: None. Scaling: +1d6 thunder becomes +2d6 at level 11 and +3d6 at level 17 when Surge is spent. Resource cost: 0 or 1 Surge.
Ranged martial weapon loaded and in hand
Chain-Rend
A roaring melee technique that chews through armor and flesh with grinding force.
When you take the Attack action and hit with a melee weapon attack, you can expend 1 Surge (no extra action) to deal extra 2d6 slashing damage and force the target to make a Constitution saving throw (DC = Doctrine DC). On a failure the target takes an additional 1d6 slashing damage at the start of its next turn as residual trauma. Movement: None. Duration: Instantaneous plus residual. Scaling: Extra damage becomes 3d6 at level 5, 4d6 at level 11, 5d6 at level 17. Residual die becomes 2d6 at level 11.
Melee weapon attack hit
Crushing Charge
You surge forward with enhanced musculature, slamming into a foe.
Action. Movement: Move up to your walking speed in a straight line toward a creature. If you end within melee reach you make one melee weapon attack with Advantage. On a hit deal weapon damage + 1d8 bludgeoning and the target must succeed on a Strength saving throw (Doctrine DC) or be knocked Prone. You do not provoke opportunity attacks from the target of this charge during the move. Resource: 1 Surge. Scaling: Bonus damage 2d8 at level 5, 3d8 at level 11, 4d8 at level 17. If you move at least 20 feet before the attack, add +1 to the save DC.
Aegis Guard
You plant yourself and angle armor plates to protect an ally.
Reaction, when a creature within 5 feet of you is hit by an attack. You impose Disadvantage on the attack roll if it has not yet resolved, or if already rolled and hits, the target gains +5 AC against that attack (potentially turning hit to miss). You must be wielding a shield or wearing heavy armor. Resource: 0 Surge once per round free; additional uses in the same round cost 1 Surge each. Duration: Instantaneous. Movement: None. Defense: +5 AC or Disadvantage on attack against ally.
Shield or heavy armor
Suppressive Fire
You force enemies to keep their heads down with disciplined volleys.
Action. Choose a 20-foot-radius sphere centered on a point within 60 feet that you can see. Each creature of your choice in the area must succeed on a Wisdom saving throw (Doctrine DC) or become suppressed until the start of your next turn. A suppressed creature has Disadvantage on attack rolls and cannot take opportunity attacks. You must be holding a ranged weapon. Resource: 1 Surge. Movement: None. Damage: None. Scaling: At level 9 radius becomes 30 feet; at level 15 suppressed creatures also have their speed halved.
Ranged weapon in hand
Thunderous Counter
You answer a blow with overwhelming retaliatory force.
Reaction, when you are hit by a melee attack from a creature within 5 feet. After damage is resolved make one melee weapon attack against the attacker. On a hit deal weapon damage + 1d10 force damage and the attacker is pushed 5 feet away from you. Resource: 1 Surge. Scaling: Bonus damage 2d10 at level 10, 3d10 at level 16. Movement: Target pushed 5 feet on hit.
Hit by melee attack
Linebreaker
You smash through enemy formations, opening a path for allies.
Action. Movement: Move up to half your speed through enemy spaces (they are not difficult terrain to you during this move). Each enemy whose space you enter must succeed on a Strength saving throw (Doctrine DC) or take 2d6 bludgeoning damage and be shoved 5 feet to either side of your path (your choice). You then make one melee weapon attack at the end of the move. Resource: 1 Surge. You provoke opportunity attacks as normal except from creatures that failed the save. Scaling: Damage 3d6 L8, 4d6 L14.
Vital Override
You force damaged organs into emergency performance.
Bonus Action. Expend 1 Surge and regain Hit Points equal to 1d10 + your Constitution modifier + your Proficiency Bonus. Alternatively expend 2 Surge to end one of the following conditions on yourself: Blinded, Deafened, Paralyzed, or Poisoned. Duration: Instantaneous. Movement: None. Attack or save: None. Defense: Healing or condition removal. Scaling: Healing die becomes 2d10 at level 9 and 3d10 at level 15.
Execution Protocol
You focus lethal precision on a weakened foe.
When you hit a creature that is below half its Hit Point maximum with a weapon attack, you can expend 1 Surge to deal extra damage equal to 2d8 + your Strength modifier (same damage type as the weapon). If this reduces the creature to 0 Hit Points, you gain temporary Hit Points equal to your Crucibleborn level. Scaling: Extra dice 3d8 at level 12, 4d8 at level 18. Action economy: free on hit. Movement: None.
Target below half Hit Points
Fortress Stance
You lock joints and armor into an unyielding defensive posture.
Bonus Action. For 1 minute or until you move more than 5 feet on a turn, you gain +2 AC, Advantage on Strength and Constitution saving throws, and opportunity attacks you make deal extra damage equal to your Proficiency Bonus. Resource: 1 Surge. You can end the stance early (no action). If you are forced to move, the stance ends. Scaling: +3 AC at level 13 instead of +2.
Grav-Slam
You create a localized gravity pulse with gene-augmented stomping force or gauntlet discharge.
Action. Target: each creature on the ground in a 15-foot cone originating from you. Strength saving throw vs Doctrine DC. Failure: 3d8 force damage, speed 0 until end of your next turn, and knocked Prone. Success: half damage, no other effects. Resource: 2 Surge. Movement: None from you; targets Prone. Scaling: 4d8 at level 12, 5d8 at level 18. Cone becomes 20 feet at level 12.
Interceptor Leap
You launch yourself through the air to intercept a threat.
Reaction, when a creature you can see within 30 feet makes an attack against an ally. Movement: Jump up to 30 feet to an unoccupied space adjacent to the attacker or the ally without provoking opportunity attacks. You can then either impose Disadvantage on the triggering attack or make one melee weapon attack against the attacker if in reach. Resource: 1 Surge. Duration: Instantaneous. Scaling: Jump distance 40 feet at level 14.
Siege Breaker
You channel full power into destroying structures, constructs, and hardened foes.
Action. Make one melee weapon attack against an object, structure, or creature. On a hit deal weapon damage + 4d12 force damage. Objects and structures take maximum force damage from the bonus dice (treat dice as max). Creatures must succeed on a Constitution save (Doctrine DC) or be Stunned until the end of your next turn. Resource: 2 Surge. Once per Short Rest free of the Stun rider without extra cost if you already spent the Surge for damage. Scaling: Bonus 5d12 at level 16, 6d12 at level 20.
Overwatch Protocol
You ready lethal covering fire across a kill zone.
Action. Choose a 10-foot-wide, 30-foot-long line originating from you. Until the start of your next turn, when a creature first enters the line or attacks while in the line, you can use your Reaction to make one ranged weapon attack against it with Advantage. You may make a number of such Reaction attacks equal to your Dexterity modifier (minimum 1) before the protocol ends. Resource: 1 Surge. Movement: None. Scaling: Line length 40 feet at level 15; Advantage becomes automatic critical threat range 19–20 on these shots at level 18.
Ranged weapon
Last Stand Protocol
When death closes in, your gene-forges burn every reserve.
Bonus Action or free when you start your turn at 0 Hit Points but stable/unstable. Expend any number of remaining Surge (minimum 1). You regain consciousness with Hit Points equal to 5 × Surge spent, gain resistance to all damage for 1 minute, and can immediately take one Attack action as part of this activation. For the duration you automatically fail death saves if reduced to 0 again after this activation until the minute ends. Usable once per Long Rest. Movement: None. Attack or save: None for activation.
Chapter Master's Strike
The ultimate expression of legion combat doctrine—one perfect, war-ending blow.
Action. Expend 3 Surge. Move up to half your speed without provoking opportunity attacks, then make one weapon attack (melee or ranged within 30 feet) with Advantage. On a hit deal weapon damage + 8d10 force damage. If the target has 150 Hit Points or fewer after the hit it must succeed on a Constitution saving throw (Doctrine DC) or drop to 0 Hit Points. On a miss you still deal half the bonus force damage. Once per Long Rest; if you have not used it, you can expend 5 Surge during a Short Rest to regain it. Scaling: Already apex; at level 20 bonus becomes 10d10 and HP threshold 200.
Class Progression
| Level | Prof. | Features | Resources | Spell Slots |
|---|---|---|---|---|
| 1 | +2 | Gene-Wrought Physique, Crucible Harness, Doctrine Techniques | Surge: 2 Doctrine Techniques Known: 2 | - |
| 2 | +2 | Secondary Heart, Fighting Style, Doctrine Techniques (additional) | Surge: 3 Doctrine Techniques Known: 3 | - |
| 3 | +2 | Legion Specialization, Subclass feature (3rd level) | Surge: 3 Doctrine Techniques Known: 3 | - |
| 4 | +2 | Ability Score Improvement or Feat | Surge: 4 Doctrine Techniques Known: 4 | - |
| 5 | +3 | Extra Attack | Surge: 4 Doctrine Techniques Known: 4 | - |
| 6 | +3 | Indomitable Flesh | Surge: 5 Doctrine Techniques Known: 5 | - |
| 7 | +3 | Shock Assault, Subclass feature (7th level) | Surge: 5 Doctrine Techniques Known: 5 | - |
| 8 | +3 | Ability Score Improvement or Feat | Surge: 6 Doctrine Techniques Known: 6 | - |
| 9 | +4 | Enhanced Senses | Surge: 6 Doctrine Techniques Known: 6 | - |
| 10 | +4 | Unbroken Advance | Surge: 7 Doctrine Techniques Known: 7 | - |
| 11 | +4 | Extra Attack (3), Subclass feature (11th level) | Surge: 7 Doctrine Techniques Known: 7 | - |
| 12 | +4 | Ability Score Improvement or Feat | Surge: 8 Doctrine Techniques Known: 8 | - |
| 13 | +5 | Indomitable Flesh improvement | Surge: 8 Doctrine Techniques Known: 8 | - |
| 14 | +5 | Legendary Endurance | Surge: 9 Doctrine Techniques Known: 9 | - |
| 15 | +5 | Subclass feature (15th level) | Surge: 9 Doctrine Techniques Known: 9 | - |
| 16 | +5 | Ability Score Improvement or Feat | Surge: 10 Doctrine Techniques Known: 10 | - |
| 17 | +6 | Secondary Heart / Indomitable Flesh improvement | Surge: 10 Doctrine Techniques Known: 10 | - |
| 18 | +6 | Titanic Resilience | Surge: 11 Doctrine Techniques Known: 11 | - |
| 19 | +6 | Ability Score Improvement or Feat | Surge: 11 Doctrine Techniques Known: 11 | - |
| 20 | +6 | Living Weapon Apex, Extra Attack (4) | Surge: 12 Doctrine Techniques Known: 12 | - |
Class Features
Crucible Harness (Level 1)
Doctrine Techniques (Level 1)
Gene-Wrought Physique (Level 1)
Fighting Style (Level 2)
Secondary Heart (Level 2)
Resource Cost: 1 Surge
Legion Specialization (Level 3)
Extra Attack (Level 5)
Indomitable Flesh (Level 6)
Resource Cost: 1 Surge
Shock Assault (Level 7)
Resource Cost: 1 Surge
Enhanced Senses (Level 9)
Unbroken Advance (Level 10)
Extra Attack (3) (Level 11)
Legendary Endurance (Level 14)
Titanic Resilience (Level 18)
Resource Cost: 2 Surge
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