Fighter
Base Class: Fighter

This subclass of fighter is available only to Warforged.

The Warforged Raptor is a prototype model of Warforged originally designed as an elite unit used by the Royal Military for covert intelligence gathering. The Raptor combines the martial mastery of the base Warforged model with an infusion of military grade dritch for magical augmentation and the addition of a jet pack and wings for flight capabilities. Utilizing the military grade dritch pumping through their synthetic veins, Warforged Raptors harness magical techniques similar to those practiced by Sorcerers however they utilize CON as their spellcasting attribute as it requires incredible stamina to control their prototype systems. These combat units have access to all Sorcerer spells, committing them to an internal databank.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

Cantrips

You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots

The Eldritch Knight Spell casting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level sorcerer spells of your choice.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more sorcerer spells of 1st level or higher.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. 

Spellcasting Ability

Constitution is your spellcasting ability for your sorcerer spells, since you cast them as a result of the physical dritch that is pumping through your veins. You use your constitution whenever a spell refers to your spellcasting ability. In addition, you use your CON modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your CON modifier

Spell attack modifier = your proficiency bonus + your CON modifier

Eldritch Knight Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

4th

2

4

3

5th

2

4

3

6th

2

4

3

7th

2

5

4

2

8th

2

6

4

2

9th

2

6

4

2

10th

3

7

4

3

11th

3

8

4

3

12th

3

8

4

3

13th

3

9

4

3

2

14th

3

10

4

3

2

15th

3

10

4

3

2

16th

3

11

4

3

3

17th

3

11

4

3

3

18th

3

11

4

3

3

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Prototype Systems

You can utilize your state-of-the art dritch powered systems twice per short rest. 

You gain an additional use per short rest at levels 7, 13, and 19.

Eldritch Jet Pack

You have a state-of-the-art eldritch powered jet-pack and wings that enable you to fly.

While airborne, you have a movement speed of 55ft.

Prototype System: Air Superiority

While flying, you have advantage on attacks on other flying creatures. 

Prototype System: Defense

You gain advantage on Strength Saving Throws and Strength Checks, but disadvantage on Dexterity Saving Throws and Dexterity Checks.

Prototype System: Stealth

For 10 minutes you gain advantage on Dexterity Saving Throws and Dexterity Checks, but take a -1 penalty to AC and disadvantage on Strength Saving Throws and Strength Checks.

Prototype System: Eldritch Armor

You or another creature gain Eldritch Armor points equal to twice your level.

As an Action, you can deploy your Eldritch Armor to a creature you touch granting them the equivalent amount of Temporary HP. The Temporary HP fades after a long rest.

Prototype System: Distracting Strike

For the next 1 minute, when you hit a creature with a melee attack, you may use your reaction to infuse the blow with magic and spend a 1st level spell slot or higher to cause the target to have disadvantage on attack rolls against targets other than you until the end of your next round.

Prototype System: Forced Entry

For 1 minute you have advantage on all Strength checks made to forcibly open or demolish soft structures and obstacles. 

Prototype System: Force Field

Using a concentrated projection of eldritch energy, you can produce a thin veil of protective magics around a creature within 20 feet of you that intercepts any form of non-magical projectiles including daggers, javelins, arrows, bolts, and bullets from slings and firearms, and thrown objects that lasts for 1 minute. The force field does not protect against collapsing structures, explosive devices, and their shrapnel, nor mitigates damage from any traps that impose Dexterity saves such as deadfalls, falling spikes, and high-volume arrow traps as their volume or mass overloads the shield.

Prototype System: Cannonball Express

Using your jetpack while on the ground, you can move a creature in a straight line the full extent of your movement with a successful grapple check. You have advantage on the check if the creature is your size or smaller and disadvantage if the creature is larger than you.

Prototype System: Fly-by

While flying, whenever you make an attack on a creature regardless of whether the attack hits, you do not provoke attack of opportunities from that creature.

Prototype System: Battlefield Analysis

In Round 1 of combat, you may use your action to roll 4d20 and "save" 2 of the resulting rolls. Two times during the subsequent combat, you may substitute a d20 roll with one of the rolls you saved in round 1. Once you are out of initiative, the saved rolls are no longer valid. 

Prototype System: Evasive Maneuvers

While flying you can dodge as a bonus action for the next 1 minute

Prototype System: Jet Boost

While flying you can dash as a bonus action for the next 1 minute

Prototype System: Voice Analysis

You gain advantage on insight checks on determining if a creature is telling the truth. You may only target a single creature and you must understand the language spoken. The effect lasts for 1 minute.

Prototype System: Scout Ahead

As an action, you can cause a tiny flying drone the size of your fist to be constructed from the components of your body. The tiny drone has a flying speed of 30ft, a maximum range of 300ft, Darkvision out to 30ft, shares your stealth score and bonuses, and has a laser cutter that only deals damage to non-organic matter. +3 to hit 1d4 damage.

As part of the creation of the drone, you can upload your consciousness to it. When you do, you become inert, gaining the Paralyzed, Blinded, and Deafened conditions. You can, however, move, see and hear through the drone, and use its cutting laser. The drone shares your AC but only has 1HP. If the drone takes more than its maximum HP in damage, you take the rest, as it causes a shock to your system. You then become Incapacitated for a round before your consciousness is restored. You remember everything you saw and heard while controlling the drone. If the drone is destroyed, you must wait until the end of a long rest before being able to use this ability again. If the drone returns to you, you can use an action to reabsorb it into your body, and may then act as normal.

Prototype System: Napalm Strike

The unit can spray Alchemist's Fire at a target which catches that target on fire while treating the action as a ranged attack with a range of 20/60ft.

Prototype System: Hidden Blade

A dagger that is hidden within the arm of the Raptor unit, which cannot be dropped or disarmed but can be extended and retracted as a free action in combat, and otherwise behaves as a normal dagger. The dagger also has a DC 15+INT+Prof to be discovered by those who search the unit.

Prototype System: Hidden Projectile

A palm pistol is hidden within the arm of the Raptor unit which cannot be dropped or disarmed but can be extended and retracted as a free action to aim, but otherwise behaves like a normal weapon. The hidden weapon has a DC 15+INT+Prof to be discovered by those who search the unit.

Prototype System: Overcharge

As a bonus action you can choose to expend any amount of hit dice and add the rolled amount to your next hit with a Melee weapon.

Prototype System: Self-Destruct

As a last resort, the unit can destroy itself in a massive explosion of eldritch energy dealing 25d10 damage in a 30ft radius.

Prototype System: Seeking Wrist Rockets

You can cast Magic Missile at level 3.

Prototype System: Violent Lift-off

While standing on the ground you may use a bonus action to propel yourself upwards. Doing so immediately moves you 10 feet upwards without costing movement and you do not provoke attack of opportunities during this. When you use this ability, each creature within 10 feet of you must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and falls prone. A creature takes half as much damage on a successful save and does not fall prone.

Prototype System: External Repair Arm

You have a retractable auxiliary limb to the back of the unit that can reach up to five feet and perform repairs, taking one action to do so and healing you for 1d10+CON hit points. The number of uses is equivalent to the number of Second Wind changes available but is also able to repair other constructs and machines. The arm can be targeted and destroyed by enemies after it is used and cannot be used as a weapon or extra appendage for climbing, swimming, or manipulating objects

Prototype System: Flood Light

You can cast light on yourself at will

Prototype System: Alarm System

You can cast the Alarm spell requiring no material components.

Prototype System: Comms System

You can cast message

Prototype System: Repair Kit

You can cast mending

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