Fighter
Base Class: Fighter

A stout dwarf puts a hand forward, and a deep red glow emanates from its palm. With a blast of fire, he flies into a backflip, catching himself with two spikes that extend from his spine. A sly elf raises her hands, and hazy afterimages coalesce after them. Each of her arms then draws a sword of pure lightning. A crazed human pulls their goggles down, and six mechanical limbs burst forth from their sides, camera-like eyes tracking at the tips of each of them. All of these are Multiwielders, fighters who have forged, in their own ways, augmented appendages to supplement their strengths.

A Multiwielder is a broad description that covers any individual that has made themselves sets of additional arms to aid them in combat, be they mechanical, flesh, spiritual, or otherwise. Combing intellect with brute strength, a Multiwielder is a versatile threat on the battlefield, capable of adjusting themselves for what the situation requires.

Additional Limbs

Starting at 3rd level, you have completed the creation of a set of additional arms, which you can use for a variety of purposes. These arms bring the total number of arms you have to four, and you automatically regain the number of legs normal for your race.

As a bonus action, you can cause the number of arms you have to decrease, by absorbing them in to your body, dismissing them from existence, or melding them into each other, as appropriate to the origin of your extra limbs. You can return any number of your arms back by choosing to, no action required. Regardless of the number of arms you have, the first two of them function normally. When you finish a long rest, you can choose the function of the other two, selecting from the list below. You can't have more than one of the same type, except for Regular Limbs.

The number of additional arms you can have increases to four at 7th level, and to six at 15th level.

Booster Limb

While you have this limb active, you can use a bonus action to cause it to unleash a burst of energy to propel you forward. You move up to 15 feet in any direction without provoking opportunity attacks. Once you do so, you roll a d6 at the start of each of your turns until you roll a 6, whereupon you can use this ability again.

Defense Generator Limbs (set of two)

This set of bulky limbs grant you protective defenses, provided you aren't incapacitated. While you have them active, they grant you a +1 bonus to AC and to your Strength and Dexterity saving throws.

Grappling Hook Limb

While you have this limb active, you can use a bonus action to cause it to shoot a line up to 60 feet towards a creature or object of your choice that you can see within range. Make a ranged weapon attack against the target. On a hit, the line sticks to it, and you drag yourself up to 15 feet towards it, or it up to 15 feet towards you. If the target is a creature, make a contested Athletics check against the target, with the loser being dragged. If the target is an object, the thing that weighs the least between you and the object is dragged. This movement counts towards your movement speed for the turn. The line then is severed.

Mage Limb

This limb can be used to hold and grasp items. While it holds a magical item that requires an action to activate, you can instead use a bonus action to activate that magic item.

Regular Limb

The arm functions as if it was one of your normal two arms. It can hold and grasp objects, perform detailed work, wield weapons and shields, perform spellcasting, and the like, just like normal. As a free action, you can draw or stow a number of items equal to twice the number of normal arms you have.

Regular Limb

The arm functions as if it was one of your normal two arms. It can hold and grasp objects, perform detailed work, wield weapons and shields, perform spellcasting, and the like, just like normal. As a free action, you can draw or stow a number of items equal to twice the number of normal arms you have.

Regular Limb

The arm functions as if it was one of your normal two arms. It can hold and grasp objects, perform detailed work, wield weapons and shields, perform spellcasting, and the like, just like normal. As a free action, you can draw or stow a number of items equal to twice the number of normal arms you have.

Regular Limb

The arm functions as if it was one of your normal two arms. It can hold and grasp objects, perform detailed work, wield weapons and shields, perform spellcasting, and the like, just like normal. As a free action, you can draw or stow a number of items equal to twice the number of normal arms you have.

Spider Limbs (set of two)

This set of spidery limbs aids you in climbing, jumping, and other feats of athleticism. They can extend to up to 10 feet (no action required), and can be used to grip on to surfaces and to grapple, with a range of up to 10 feet. While you have them active, you have advantage on Athletics and Acrobatics checks.

Tool Limb

When you choose this limb, you must incorporate a tool you're proficient in into it that remains until you incorporate a new tool. While you have this limb active, you can use the tool as though if you were holding it, and you can add a d4 to any check you make using that tool.

Turret Limb

When you choose this limb, you must incorporate a ranged weapon you're proficient in into it that remains until you incorporate a new ranged weapon. While you have this limb active, you can use the ranged weapon as though if you were holding it, you ignore the Loading and Two Handed properties for it, and the ammunition for it automatically loads into it from anywhere on your person.

Winged Limbs (set of two)

This set of limbs renders you capable of limited flight. While you have them active, your standing jump distance becomes 20 feet for high jumps and long jumps, provided it isn't higher already.

Bonus Proficiency

You gain proficiency in one skill, choosing from among Athletics, Acrobatics, Sleight of Hand, and Performance.

Acrobatics

Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.

Athletics

Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming.

Performance

Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.

Sleight of Hand

Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The DM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket.

Wrath of the Centimanes

Also at 3rd level, you can use your additional limbs for offensive attacks. Once per turn, you can make an attack immediately after you take an action, provided you have your extra limbs active.

You can use this ability a number of times equal to your Intelligence modifier, and regain all uses of this ability when you finish a long rest.

Superior Augmentation

Starting at 7th level, your limbs can help you with all facets of your adventuring. You can cast the Enhance Ability spell at will using your additional limbs as a spellcasting focus, targeting only yourself.

You can use this ability a number of times equal to your Intelligence modifier (minimum of once) and regain the ability to do so when you finish a short or long rest.

Strengthened Limbs

At 10th level, your limbs themselves can be used as lightning fast weapons, granting you the following benefits:

  • You can roll a d6 in place of the normal damage of your unarmed strikes.
  • When you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
  • You can choose the damage type of your unarmed strikes from among Bludgeoning, Piercing, Slashing, Fire, Lightning, and Thunder each time you hit with an unarmed strike.
  • Your movement speed increases by 10 feet.

Empowered Critical

Starting at 15th level, when you make an attack roll, you can roll an additional d20, ignoring it unless you roll one of your critical hit numbers. If you roll a critical hit on the additional dice, the attack is a critical hit.

Weapon Master

At 18th level, you gain the ability to manifest weapons through your additional limbs feature. At the start of each of your turns, you may create a number of non-magical simple or martial weapons equal to your Intelligence modifier (minimum of 1) out of nothing in your hands as a free action. Each weapon summoned this way does a type of damage of your choice. All weapons summoned this way last until the start of your next turn.

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