Fighter
Base Class: Fighter

Living Weapons are beings that have been heavily experimented on. Through these experiments, your body can take on weapon-like shapes, become hard like steel, absorb other weapons and other abilities. Living Weapons have been created to be the perfect weapon, to lead a nation towards militaristic victory.

Assimilated Arms

When you take this subclass at 3rd level, you gain the ability to turn your hands into weapons of various shapes. As a bonus action, you can turn one of your arms into a mundane weapon. This weapon does 1d8 + Strength or Dexterity Piercing, Slashing or Bludgeoning damage (of your choice when you create the weapon) and has a reach of 5 feet. If you turn your both arms into weapons, you can benefit from two weapon fighting.

You can use another bonus action on a subsequent turn to change the shape and damage type of the weapon you created. You also cannot be disarmed of this weapon.

You also gain the ability to temporarily turn your skin into a steel-like material. When you are hit by an attack, you can use your reaction to raise your AC by your proficiency bonus as your skin becomes hardens, potentially causing the attack to miss.

You can do this a number of times equal to your proficiency bonus and regain all uses after a long rest.

Armament Consumption

At 7th level, you can begin to absorb the properties of weapons and armors. You must spend 10 minutes to absorb the armor or weapon. When a weapon is absorbed, you can create that weapon with your Assimilated Arms feature. The weapon keeps all of it's properties and can be used as normal, even if it is a magical weapon. 

When armor is absorbed, you gain the AC granted by the armor as well as any properties granted by that armor, even if it is magical. Also, you ignore the Strength requirement for the armor, the armor has no weight, as well as ignore the disadvantage to Stealth that most heavy armors impose. The armor also does not count as being metal as it is has been assimilated into your body.

Rebuke the Enemy

At 10th level, your body begins to take on barbed like properties. When you are hit with a melee attack, the attacker takes 1d6 Piercing damage as they dig into your barbed skin. This damage counts as magical for purposes of overcoming damage resistance. 

Also, when you use your Assimilated Arms feature to increase your AC, you gain temporary hit points equal to half your fighter level + your proficiency bonus.

The damage increases to 1d10 at level 15.

Weapon of War

Starting at 15th level, your body has grown, and you have become a perfect weapon of war. As a bonus action, you enter a destructive state. When you are in this state, you gain the following benefits:

  • You gain advantage on Constitution saving throws.
  • Your Assimilated Arms and weapons consumed by the Armament Consumption deal an additional 1d8 force damage
  • You gain resistance to Bludgeoning, Slashing, and Piercing damage.
  • When you start your turn, you gain hit points equal to your Proficiency bonus + your Constitution modifier as long as you are not unconscious.

This state ends after 1 minute or until you fall unconscious. You can use this feature 3 times per long rest.

Ultimate Weapon

At 18th level, you become the ultimate weapon of war. Your body undergoes further improvements. You sprout wings, gaining a 30-foot flying speed. The reach of your weapons created by your Assimilated Arms and Armament Consumption feature increases to 10 feet. Your AC also increases by 1.

In addition, as an action, you are able to harness the concentrated energies stored within you to cause an explosion of arcane energy in a 20-foot radius around you. The explosion causes 8d10 force damage and forces all creatures caught in the blast to make a constitution saving throw (DC 8 + Proficiency + Constitution) or be stunned until the end of your next turn on a failed save. On a successful save, the creatures caught in the blast take half damage and are not stunned.

Once you use this explosion, you must wait until you take a long rest before you can use it again.

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