Fighter
Base Class: Fighter

After the war of knights, the wealthy city of Crescent helped rebuild the cities that were ravaged during the War of Nights. During the rebuilding process they decided to create and train an elite army. The city sent some of it's best soldiers to steal technology from the Titan Fortress. While only a few returned, they brought back some invaluable technology. With help from some of the best minds in the city in Larina, they were able to reverse engineer the technology and create what they call "Chips". Spheres of modified energy able to enhance themselves and their allies, but also cripple their enemies.

Chips

3rd-level Crescent Knight feature

Floating around you at all times are 8 different chips with unique abilities. As a bonus action you can activate 3 of them for 1 hour. You can activate these a number of times equal to your Con modifier per short rest. Activating them requires concentration. You can then use a bonus action (including the same bonus action you use to activate the chips on) to use 1 of the activated chips.

Your spell save DC for these chips is 8 + Con + Proficiency.

Aggressive Chip. This chip shoots a beam of radiant energy at a creature within 20 ft. of you. The target must make a Wisdom saving throw vs your spell save DC. On a failed save the target takes 1d4 + Con radiant damage and now attacks at disadvantage on any target that isn't you until the end of your next turn. On a successful save the target takes half damage and nothing else happens. When you reach certain levels in this class, the damage increases: at 7th level (2d4), 10th level (3d4), 15th level (4d4), and 15th (5d4).

Assisting Chip. This chip can help your allies, granting them 1d4 on their next ability check for 1 round.

Enhancing Chip. This chip can enhance a weapon within 20 ft., causing it to glow for 10 ft. of bright light and another 10 ft. of dim light and deal an extra 1d4 radiant damage for 1 round. 

Prevention Chip. This chip helps a creature absorb some damage, granting 1 creature within 20 ft. of you 1d4 + Con temporary HP. When you reach certain levels in this class, the temporary HP increases: at 7th level (2d4), 10th level (3d4), 15th level (4d4), and 15th (5d4).

Protection Chip. This chip emits a shield of energy to your allies within 20ft., increasing their AC by 2 and allowing them to add a 1d4 to their next saving throw for 1 round.

Offensive Chip. This chip guides the weapons of your choice, granting a creature of your choice within 20ft. +2 to attack rolls.

Slowing Chip. This chip decreases the movement speed of a creature by 10 ft. for 1 round.

Speed Chip. This chip guides increases the movement speed of a creature by 10 ft. for 1 round.

Technological Heal

7th-level Crescent Knight feature

Your Chips can now heal you once per short rest. You can use your action to command your chips to heal you for a number of D10 equal to your fighter level. 

 

Enhanced Chips

10th-level Crescent Knight feature

Your bond with your chips has evolved. Your chips can now effect a number of creatures equal to your Constitution modifier. 

Ultimate Defense

15th-level Crescent Knight feature

Using the radiant energy from your chips, your AC increases by your Constitution modifier.

 

Chip Mastery

18th-level Crescent Knight feature

With you having mastered your chips, you can now use all activated chips on the same bonus action and concentration checks are no longer required. 

 

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