SPARTAN

SPARTANs are elite, heavily-armored super-soldiers trained and augmented to dominate the battlefield. They rely on integrated powered armor, tactical systems, and battlefield implants—combining raw physical power with technological supremacy. In combat they act as living fortresses, shock troops, scouts, and battlefield engineers.

Class Features

Hit Die d10
Primary Ability Strength, Constitution, Dexterity
Saving Throws Strength, Constitution

Proficiencies

Armor Light armor, Medium armor, Heavy armor, Shields, Powered suits (special)
Weapons Simple weapons, Martial weapons, Ranged firearms (if campaign has firearms)
Skills Choose 2 from Athletics, Intimidation, Perception, Stealth, Survival, Insight

Starting Equipment

• Choose a martial weapon and 20 ammunition OR two martial melee weapons
• Choose scale mail or a set of studded leather armor (you can wear heavy armor without penalty once you attune to your powered suit)
• Shield
• Explorer's pack or dungeoneer's pack
• One basic medical kit

Class Resources

Power Cells 2 (Long rest (increases to 4 at level 6, 6 at level 11, 8 at level 17))

Class Abilities

Martial Abilities

Resource Power Cells
Shoulder Charge
Bonus Action 1 Power Cell Level 1

You make a powerful shoulder ram to shove a single adjacent enemy. As a bonus action, expend 1 Power Cell to make a melee attack that, on hit, deals 1d8 + your Strength modifier bludgeoning damage and forces the target to make a Strength saving throw (DC = 8 + proficiency bonus + Strength modifier) or be knocked prone and pushed 10 feet.

Damage Effect
Saving Throw: Strength
Damage: 1d8 bludgeoning (Damage increases by 1d8 at levels 11 and 17)
Conditions: prone
Duration: Immediate
Kinetic Strike
Action 1 Power Cell Level 1

As an action, make a melee weapon attack. You may expend 1 Power Cell to add 2d6 kinetic energy damage to the attack. If this attack reduces a creature to 0 hit points, you may immediately move up to half your movement and make one additional attack as part of the same action.

Prerequisites:

Must be wearing powered armor

Damage Effect
Damage: 2d6 force (Damage increases to 3d6 at level 11)
Duration: Immediate
Precision Sight
Bonus Action Level 2

As a bonus action you can lock your HUD on a target within 120 feet for 1 minute. While locked, your ranged attacks against that target ignore half cover and you gain a +2 bonus to attack rolls against it. You can maintain only one lock at a time. Locking does not consume Power Cells.

Buff Effect
Duration: 1 minute
Fortify (Reactive Plating)
Reaction 1 Power Cell Level 3

When you or an ally within 5 feet of you would take damage, you can use your reaction and expend 1 Power Cell to reduce that damage by an amount equal to 1d10 + your Spartan level. You may use this feature a number of times equal to your proficiency bonus per long rest if you lack Power Cells.

Buff Effect
Duration: Immediate
Ranged Overcharge
Action 1 Power Cell Level 3

As an action, when you hit with a ranged weapon you can expend 1 Power Cell to deal an extra 3d6 radiant (energy) damage. Creatures hit by an overcharged attack have disadvantage on the next attack roll they make before the end of their next turn.

Damage Effect
Damage: 3d6 radiant (Extra damage increases to 4d6 at level 11 and 5d6 at 17)
Conditions: disadvantage on next attack
Duration: Until end of target's next turn
Suppressive Fire
Action 1 Power Cell Level 4

As an action, choose a 30-foot line or a 15-foot cone. All creatures in the area must succeed on a Dexterity saving throw (DC = 8 + proficiency bonus + Dexterity modifier) or have their speed halved and take 2d6 piercing damage. A successful save takes half damage and suffers no speed reduction.

Control Effect
Saving Throw: Dexterity
Damage: 2d6 piercing (Damage increases to 3d6 at level 11)
Conditions: speed halved
Duration: 1 round
Shield Bash
Bonus Action Level 5

When you take the Attack action and are wielding a shield, you may use a bonus action to make a shield bash. On hit, the bash deals 1d6 + Strength modifier bludgeoning damage and the target must succeed on a Strength save or be pushed 5 feet and stunned until the end of their next turn. If you expend 1 Power Cell, the stun duration increases to 1 full round.

Prerequisites:

Must be wielding a shield

Damage Effect
Saving Throw: Strength (save vs stun)
Damage: 1d6 bludgeoning (Damage increases to 1d8 at level 11)
Conditions: stunned
Duration: 1 round on failed save (2 rounds if 1 Power Cell is spent)
Sprint Boost
Bonus Action Level 5

As a bonus action you can spend no Power Cell to gain a burst of speed: you can move up to an additional amount equal to half your movement this turn and have advantage on Strength (Athletics) checks made to jump or climb. You can use this a number of times equal to your proficiency bonus per short rest.

Utility Effect
Duration: Immediate
Emergency Med-Pack
Action 1-2 Power Cells Level 6

As an action, expend 1 Power Cell to restore hit points to yourself or an ally within touch equal to 2d8 + your Spartan level. The med-pack heals internal trauma and cannot restore class features or resources consumed; it cures one condition (poisoned or disease) if you expend an additional Power Cell.

Healing Effect
Duration: Immediate

Transformations

Overshield
1 minute or until depleted 1 Power Cell Level 2

A temporary energy barrier that surrounds you and absorbs damage.

Changes:

Gain temporary hit points equal to 5 + your Spartan level, While Overshield is active, you gain resistance to one damage type chosen when activating (bludgeoning, piercing, or slashing)

Special Actions:

While Overshield active you can use a bonus action to expend 1 Power Cell and redirect up to half the remaining shield to an adjacent ally as temporary HP (minimum 1)

Limitations:

Overshield ends if you are incapacitated or remove your powered armor

Thruster Burst
1 round (burst) or as stated 1 Power Cell Level 3

Short-duration enhanced mobility from suit thrusters.

Changes:

Gain a flying speed equal to your walking speed for the duration of the burst (hovering only), Gain advantage on one Dexterity saving throw while airborne

Special Actions:

As a bonus action you may expend 1 Power Cell to make a Thruster Burst (fly up to your movement and make one melee or ranged attack with advantage).

Limitations:

Cannot sustain flight beyond the burst; repeated use costs Power Cells

Armor Lock (Stasis Override)
1 round (you may extend by spending Power Cells) 1-3 Power Cells Level 7

Your suit briefly hardens and locks you in a stasis. You become immobile but gain extreme damage mitigation and reflectivity.

Changes:

While active, you have resistance to all damage and attackers take disadvantage on critical hits against you, When Armor Lock ends, attackers within 5 feet take 1d8 force damage for each Power Cell you expended to sustain it (max 3 cells)

Special Actions:

Activate as a reaction when you would take damage to reduce that damage by half and become immobilized until the start of your next turn

Limitations:

You cannot take actions while immobilized

Active Camouflage
Up to 1 minute 1 Power Cell Level 5

Your suit bends light and noise. You become lightly obscured and gain substantial stealth benefits.

Changes:

You gain advantage on Dexterity (Stealth) checks and attackers have disadvantage on perception checks to find you, Attacking or using an ability that affects others ends the effect

Special Actions:

You may expend 1 Power Cell to extend camouflage to an ally within 5 feet for the remaining duration

Limitations:

In bright magical illumination or against true sight, camouflage is ineffective

Auras

Tactical Beacon
10-foot radius 1 Power Cell Level 4

Your suit can project an aura that coordinates allies and pinpoints threats.

Effect:

Allied creatures in range gain +1 to attack rolls and saving throws while they can see you. Enemies in range treated as visible through light concealment for you (ignore minor concealment).

Activation:

Activate as an action; lasts 1 minute or until dismissed.

Command Field
10-foot radius 1 Power Cell Level 8

An aura that inspires and stabilizes allies.

Effect:

Allied creatures in range regain 1d6 temporary hit points at the start of their turn while within the aura (these temp HP do not stack; they replace lesser temp HP). Allies also add +1 to initiative rolls.

Activation:

Activate as a bonus action; lasts up to 1 minute.

Companions

Support Drone (S-Unit)
Construct (drone)
Level 3

A small hovering drone that offers medical aid and electronic support.

Statistics:
HP 6 + Spartan level
AC 12
STR 4
DEX 14
CON 10
INT 12
WIS 10
CHA 6
Speed:
Walk 0 ft.
Fly 30 ft.
Skills:

Perception + proficiency

Senses:

Darkvision 60 ft

Features:

Healing Protocol: As an action, the drone can administer a medprobe restoring 1d6 + Spartan level HP to a creature within 5 feet. Uses limited by pilot (see Deployable Drone)., Scan: The drone can spend an action to grant advantage on a single Perception or Investigation check within 30 feet once per short rest.

Commands:

Direct: Use an action to command the drone to use one of its features., Recall/Deploy: Command to return to suit or deploy in 1 action.

Scaling:

Level 7: Drone HP increases to 10 + Spartan level; healing increase to 2d6 + Spartan level.

Level 15: Drone gains +1 AC and its Scan can be used twice per short rest.

Recon Drone (R-Unit)
Construct (drone)
Level 9

Advanced recon drone for detection and marking.

Statistics:
HP 8 + Spartan level
AC 13
STR 4
DEX 16
CON 10
INT 14
WIS 12
CHA 6
Speed:
Walk 0 ft.
Fly 40 ft.
Skills:

Stealth + proficiency, Perception + proficiency

Senses:

Darkvision 60 ft; superior scanners (+proficiency to Perception checks)

Features:

Mark Target: As an action the drone can mark a creature; marked creatures give you advantage on attack rolls and you ignore half cover against them for 1 minute. The drone can mark once per short rest., Cloak Feedback: The drone can jam minor sensors in a 10-foot radius, granting allies advantage on Dexterity (Stealth) checks to hide in that area for 1 minute (once per long rest).

Commands:

Survey: Use an action to send the drone to a location to scout (up to 120 feet), Mark/Recall: Command to mark or recall

Scaling:

Level 11: Mark Target can be used twice per short rest; drone stealth bonus increases.

Class Features

Powered Armor Integration (Level 1)

You are trained to fight in a powered suit: you gain proficiency with heavy armor and shields. When you don a full suit of powered armor integrated by you (takes 1 hour to don or doff), it grants additional benefits described in your class abilities (no magical item required). While wearing your powered armor you gain a +1 bonus to AC in addition to the armor's normal AC. You can attune modifications to the suit as you gain features.

Spartan Training (Level 1)

Your training grants you a fighting style and martial discipline. Choose one fighting style from: Defense ( +1 AC when wearing armor), Great Weapon Fighting, Archery ( +2 to ranged weapon attacks), or Protection. You also gain proficiency with one additional skill from the class skill list.

Combat HUD (Heads-Up Display) (Level 2)

Your armor's HUD analyzes threats and terrain. You can add your proficiency bonus to initiative rolls. You can use your reaction to grant an ally within 30 feet who can see you a +1 to their next attack roll or saving throw; you can use this reaction a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Subclass Specialization (Level 3)

You choose a Spartan specialization: Vanguard, Scout, Specialist, or Striker (see subclasses). Your subclass grants features at levels specified by each subclass.

Integrated Power Core (Level 3)

Your suit contains a rechargeable power core. You have access to Power Cells (a resource used by many Spartan abilities). At 1st level you have 2 Power Cells. The number of Power Cells increases to 4 at 6th level, 6 at 11th level, and 8 at 17th level. Power Cells are expended when you use class abilities that list a Power Cell cost and are regained on a long rest.

Augmented Physiology (Level 6)

Your suit and augmentations increase your physical capabilities. You gain a +1 bonus to Strength or Constitution (your choice). Additionally, while wearing your powered armor you score a critical hit on a roll of 19–20 with melee weapons you wield.

Field Repair Protocol (Level 7)

You can perform emergency repairs on your suit or an allied Combat Drone. During a short rest you can spend one Power Cell to restore a number of hit points to your suit or drone equal to 2d8 + your Spartan level. This does not restore magical or permanent damage.

Resource Cost: 1 Power Cell

Mastery: Spartan Doctrine (Level 20)

At 20th level your training and tech merge. You gain resistance to nonmagical bludgeoning, piercing and slashing damage while wearing your powered armor. Once per long rest, when you drop to 0 hit points, you instead drop to 1 hit point and your suit activates an emergency protocol that grants you temporary hit points equal to twice your Spartan level and an Overshield (absorbs damage equal to your Spartan level) for 1 minute.

Resource Cost: 1 Power Cell (to regain protocol after long rest)

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