Base Class: Fighter
You were once a mindless hollow, controlled by the Kryll-Ihn empire, but somehow you realized that what you had been doing for all these years. Now you are trying to atone for your sins be doing good deeds and helping people in need.
Force Field
When you choose the archetype at 3rd level, as a bonus action, you thrust your arm out in front of you and form a rectangular force field, covering your body. This gives you a +2 bonus to your AC. This effect lasts for 1 minute and can be used once per long rest. The bonus to AC increases to +3 at 7th level, +4 at 11th level, and +5 at 17th level.
Technological prowess
Your training pushes the potential of technology over the edge. Starting at level 7, you gain a +1 bonus to attack and damage rolls when wielding a technological weapon. Upon reaching level 13, increase your bonus to +2. At level 19, the increase becomes +3.
Absorption blast
At 10th level, once per short rest, if you’ve taken no more than half of your max hp, your armour absorbs the impact of all of those blows and concentrates it into one blast of light. You shoot a beam of radiant energy and a target creature within a 120ft line takes 5d10 radiant damage. This damage increases by 1d10 at 15th level, and another 1d10 at 17th level.
Enhanced blaster
At 15th level, as an action, your blaster shoots a much more powerful beam of light. A bright streak flashes from your blaster to a point you choose within range. The target creature within a 120-foot-line must make a Dexterity saving throw. A target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. You can use this feature twice a long rest.
Cybernetic implant ammunition
Starting at 18th level, you may power energy weapons with the power generated by your cybernetic implants rather than with energy cells. You may attack with a futuristic firearm without expending ammunition.
You also gain resistance to radiant damage.