Fighter
Base Class: Fighter

As a Techno Dragon Ranger, you patrol the bustling in's-and-out's of your technological advance city with the latest weapons and gadgets, armor and of course your robotic dragon companion

Techno Companion

At 3rd level, the long hours of working in the lab pays off and you are able to summon your Techno Dragon in an unoccupied space within 30 feet of you. 

In combat, the Techno Dragon shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Techno Dragon can take any action of its choice, not just Dodge.

Your Techno Dragon has a charge of 12 hours. Once it's energy is depleted or its hitpoints reach zero, then it teleports back away to recharge. You can summon it again after 1d4+4 hours

 

Techno Drake Companion

Armor Class: 14+ proficiency bonus 

Hitpoints: 5+ 5 times your fighter level (the Ddragon has a number of hit dice equal to your fighter level)

Speed: 40ft

STR 16 (+3)

DEX 12 (+1)

CON 15 (+2)

INT 14 (+2)

WIS 8 (-1)

CHA 8 (-8)

Saving Throws 

Dex +1 plus proficiency bonus, Int +2 plus proficiency bonus 

Damage Resistance 

Resistance to nonmagical slashing damage                    

 

Module Attachments

At 3th level, after continuous improvements and maintenance, you are able to attach different modules to your robo companion that give it different abilities. You gain the ability to attach two modules to your Techo Dragon. You get two more modules at 8th, 13th, 18th level. These modules can be switched after a long rest

Attack Mode

Your Techno Dragon goes on an all out assault. Once activated your dragon gets advantage on all attack rolls against enemies, but enemies in return have advantage against your dragon

Camo Mode

Your Techno Dragon gains the ability to cloak itself. Once activated, enemies have disadvantage on attack rolls against your dragon. Your dragon stays cloaked until it is hit my an attack or until it makes an attack. You can you use this ability once per long rest 

Compact Unit

This unit allows the Techno Dragon to compact itself, reducing it size in half, enabling it to better maneuver in small and tight spaces. While active, your dragon has disadvantage on Strength and Constitution saving throws. This last for 8 hours or until concentration is broken. This ability is once per long rest

Drill Run

The Techno Dragon's tail spins viciously, dealing 2d6 piercing damage 

The damage increases to 3d6 at 7th level and 4d6 at 15th level

E.M.P

Your Techno Dragon let's loose an electrical pulse which stuns enemies in a 30ft radius 

Healing Unit

Activating this creates a pulse of healing rays out of your dragon

Homing Missiles

Activating this feature let's loose a barrage of missiles at a single enemy or multiple enemies at once

Infrared

Your Techno Dragon gains 60ft darkvision and 30ft blindsight 

Mach II Boosters

This doubles your Techno Dragon's flight speed

Shield Protector

Activating this feature allows your Techno Dragon to create a force field of energy around itself in a 30ft radius. This force field blocks all projectiles that nonmagical and melee attacks. The force field has an AC and hitpoints equal to your dragon. The shield lasts for 10 minutes or until the shield hitpoints hit 0

Shoulder Cannons

Your Techno Dragon is able to fire a shot of energy from its laser cannon on each of its shoulders dealing 2d6+ your proficiency bonus of lightning damage

The damage increases to 4d6 at 7th level and 6d6 at 11th level

Sky Bomb Attack

While flying, you use a massive burst of boost from your rocket boosters and dive down, crashing down on enemies below in a 20 ft radius. Creatures hit by this attack must make a DC Dexterity saving throw or take 7d10 bludgeoning damage and are knocked prone. On a successful save, creatures only take half damage and aren't knocked prone

Solar Flare

The Techno Dragon extends its wings and releases a bright flash of light. Every creature in a 30ft radius must make a Constitution saving throw or be blinded until their next turn.

Sub-Orbital Bombardment

A destructive and powerful weapon that you have access to, with this ability your Techno Dragon communicates with a passing satellite and calls down a beam of highly concentrated energy. All creatures in a 90ft area must make a DC Dexterity save and dealing 12d10 lightning damage and at the start of a creature's turn that failed the save, take 2d6 of fire damage. On a successful save you deal half damage and a the creature isn't burned. After this feature is activated the dragon is incapacitated for a minute 

Transporter Unit

The Techno Dragon uses the technology that teleport itself to and from the place it goes to recharges for it transportation. The dragon and willing creatures teleports to a destination known or familiar with you

Synchronization...Begin

At 7th level, the bond between you and your Techno Dragon( and constant maintenance and upgrades) deepens, causing your Techno Dragon to gain sentience. Now your Techno Dragon acts on its own turn but still shares your initiative count.

Additionally, you gain the following benefits:

Increased Size:  Your Techno Dragon size is now considered Large

 

Charge Beam

At 10th level, your Techno Dragon harnesses the power from within its energy core to release a massive beam of energy. Enemies in this beam of energy must make a Dexterity save, DC 17 and taking 8d6 lightning on a failed save, or half the damage on a successful save.

This damage increases to 10d6 at 15th level in this class

This feature can be used once per long rest and twice per long rest at 15th level

Synchronization...Complete

At 15th level, your bond with your dragon has reached peak performance of man and machine. While your dragon is summoned you and your dragon gain the following benefits:

Huge Gear: Your dragon has reached the great size of Huge

Reactive Protector:  When you or an ally are within 10ft of your dragon and targeted for an attack, your dragon can use its reaction to shield you or your ally and takes the damage instead. You can use this ability twice per long rest 

Cockpit: You are able to mount and ride inside your Techno Dragon. Its attack and movement acts as yours while you are in control 

 

 

Transformation Sequence...Activate

At 18th level, you are able to take your Techno Dragon to the ultimate level. While you are riding inside, as a bonus action, you activate a sequence and transform your dragon into a humanoid mech. 

If you activate this feature with your Techno Dragon hitpoints half or lower, you gain half your Techno Dragon max hitpoints. Once your hitpoints reach 0, the transformation ends.

You can only use this ability once 4 days

Take To The Skies

Your Techno Dragon is able to fly now with its retractable wings and boosters and has a flying speed equal to its walking speed 

 

 

Comments

Posts Quoted:
Reply
Clear All Quotes