Rogue
Base Class: Rogue

Based off of Titanfall 2, you can become a pilot of giant mechs, called titans.

Movement Training

Because of your training, you're able to run faster than the average joe, so you have +5 movement speed

Jumpkit

You have acquired a jumpkit, allowing you to wallrun and double jump.
(This part is mainly used for roleplaying, but could work in combat with some tweaks)

Pilot Type

You get to choose a pilot type.
Your options are:

Grapple: You can grapple to any location you can see within 30 feet of your current location, uses a bonus action, can be used an amount of times equal to your proficiency bonus per long rest.

Stim: You can use a bonus action to take a stim, adding 20 feet to your movement speed for 3 turns. This can be used an amount of times equal to your proficiency bonus per long rest.

Phase Shift: You can use a bonus action to phase into an alternate dimension until the start of your next turn. At the start of your next turn, you teleport to a location that was within your movement range when you used the shift. You cannot be hit during the duration of this. Can be used an amount of times equal to your proficiency bonus per long rest.

Cloak: You use a bonus action to go invisible indefinitely. Ends if you attack someone or get hit by an AOE attack. Can be used an amount of times equal to your proficiency bonus per long rest.

A-Wall: You can use a bonus action to create a 1-way wall with a width of 15 ft, allowing you to attack through it, but it will also block attacks from the other side. Can be used a number of times equal to your proficiency modifier per short rest. The wall has 24 hitpoints.

Holo: You can use a bonus action to summon a hologram that mimics your last movements, or you can direct it manually. Can be used an amount of times equal to your proficiency modifier per short rest.

Pulse Blade: You can use a bonus action to throw a small knife with a range of 60ft. The knife emits a sonar wave, alerting you to the locations of any enemies within a 15ft radius sphere around the place the blade landed, and giving you advantage on your next attack against them. Also does 1d12 damage if it hits, but all hit rolls made with it have disadvantage due to the small size of the knife. Can be used an amount of time equal to your proficiency modifier per short rest.

A-Wall

You can use a bonus action to create a 1-way wall with a width of 15 ft, allowing you to attack through it, but it will also block attacks from the other side. Can be used a number of times equal to your proficiency modifier per short rest. The wall has 24 hitpoints.

Cloak

You use a bonus action to go invisible indefinitely. Ends if you attack someone or get hit by an AOE attack. Can be used an amount of times equal to your proficiency bonus per long rest.

Grapple

You can grapple to any location you can see within 30 feet of your current location, uses a bonus action, can be used an amount of times equal to your proficiency bonus per long rest.

Holo

You can use a bonus action to summon a hologram that mimics your last movements, or you can direct it manually. Can be used an amount of times equal to your proficiency modifier per short rest.

Phase Shift

You can use a bonus action to phase into an alternate dimension until the start of your next turn. At the start of your next turn, you teleport to a location that was within your movement range when you used the shift. You cannot be hit during the duration of this. Can be used an amount of times equal to your proficiency bonus per long rest.

Pulse Blade

You can use a bonus action to throw a small knife with a range of 60ft. The knife emits a sonar wave, alerting you to the locations of any enemies within a 15ft radius sphere around the place the blade landed, and giving you advantage on your next attack against them. Also does 1d12 damage if it hits, but all hit rolls made with it have disadvantage due to the small size of the knife. Can be used an amount of time equal to your proficiency modifier per short rest.

Stim

You can use a bonus action to take a stim, adding 20 feet to your movement speed for 3 turns. This can be used an amount of times equal to your proficiency bonus per long rest.

Downloaded Mainframe

You have downloaded your Titan's AI into your helmet, allowing you to speak with them

Tactical Boost

You get a boost, which can help you in the midst of battle.

Your options are:

Ticks: You use an action to summon 3 robotic ticks in spaces adjacent to you, which will move towards the nearest enemy with a movement speed of 30ft and then explode once they are within 5ft of an enemy, dealing 3d4 fire damage in a 5 foot radius, or half as much on a successful dexterity saving throw, with a DC equal to 10 + your proficiency modifier. Can be used once per long rest

Amplified Weapons: You use a bonus action to amplify your weapons, allowing you to use an extra damage dice when rolling for damage. Can be used once per long rest. Lasts the duration of a combat.

Sentry: You use an action to summon a turret in a space adjacent to you, which automatically shoots the nearest enemy on your turn, with a range of 45ft, dealing 1d12 damage if it hits. Can be used once per long rest. It has a health pool of 48.

Map Hack: You use an action to reveal the locations of all hostiles in a 100ft radius. Can be used once per long rest.

Battery Backup: You can use an action to replenish 1d4 charges of your pilot ability. Can be used once per long rest.

EMP: You can use an action to disable all technology within a 100ft radius for 3 turns. Can be used once per long rest.

Heavy Sentry: You can use an action to set up a heavy sentry in a space adjacent to you, firing on your turn, it deals 3d6 damage if it hits, but it takes 2 turns to fully set up. It also runs out of ammo after 8 turns. Can be used once per long rest. You can also choose what it shoots at, with a range of 60ft.

Smart Pistol: You can use a bonus action to get a smart pistol. It has 10 bullets in the mag, and deals 2d4 damage with a range of 60ft, but it has advantage on all hit rolls. You can also spend an action to acquire greater lock on on a single enemy, giving you an additional +2 to hit that enemy and dealing 2d8 damage instead. Can be used once per long rest.

Phase Rewind: You can use an action to phase back to the location you were 2 turns prior. Can be used once per short rest.

Hard Cover: You can use an action to set up a hard wall in a space adjacent to you, with a width of 15ft and a health pool of 32. Disappears after 5 turns. Can be used twice per long rest.

Holo Pilot Nova: You can use an action to summon 3 holograms that move forward in 45 degree increments. Can be used once per long rest.

Advocate Gift: Roll 1d12, and you get the corresponding boost. Reroll on a 12. If you have not used the acquired boost before your next long rest, you lose the ability to use it until you roll it again. Can be used once per long rest.

Advocate Gift

Roll 1d12, and you get the corresponding boost. Reroll on a 12. If you have not used the acquired boost before your next long rest, you lose the ability to use it until you roll it again. Can be used once per long rest.

Amplified Weapons

You use a bonus action to amplify your weapons, allowing you to use an extra damage dice when rolling for damage. Can be used once per long rest. Lasts the duration of a combat.

Battery Backup

You can use an action to replenish 1d4 charges of your pilot ability. Can be used once per long rest.

EMP

You can use an action to disable all technology within a 100ft radius for 3 turns. Can be used once per long rest.

Hard Cover

You can use an action to set up a hard wall in a space adjacent to you, with a width of 15ft and a health pool of 32. Disappears after 5 turns. Can be used twice per long rest.

Heavy Sentry

You can use an action to set up a heavy sentry in a space adjacent to you, firing on your turn, it deals 3d6 damage if it hits, but it takes 2 turns to fully set up. It also runs out of ammo after 8 turns. Can be used once per long rest. You can also choose what it shoots at, with a range of 60ft.

Holo Pilot Nova

You can use an action to summon 3 holograms that move forward in 45 degree increments. Can be used once per long rest.

Map Hack

You use an action to reveal the locations of all hostiles in a 100ft radius. Can be used once per long rest.

Phase Rewind

You can use an action to phase back to the location you were 2 turns prior. Can be used once per short rest.

Sentry

You use an action to summon a turret in a space adjacent to you, which automatically shoots the nearest enemy on your turn, with a range of 45ft, dealing 1d12 damage if it hits. Can be used once per long rest. It has a health pool of 48.

Smart Pistol

You can use a bonus action to get a smart pistol. It has 10 bullets in the mag, and deals 2d4 damage with a range of 60ft, but it has advantage on all hit rolls. You can also spend an action to acquire greater lock on on a single enemy, giving you an additional +2 to hit that enemy and dealing 2d8 damage instead. Can be used once per long rest.

Ticks

You use an action to summon 3 robotic ticks in spaces adjacent to you, which will move towards the nearest enemy with a movement speed of 30ft and then explode once they are within 5ft of an enemy, dealing 3d4 fire damage in a 5 foot radius, or half as much on a successful dexterity saving throw, with a DC equal to 10 + your proficiency modifier. Can be used once per long rest

Brace for Titanfall!

You summon your titan, being a giant mech. This can be used once per session.

You have to wait 3 turns for them to fully fall in.

When they fall in, they will appear centered on the space from which you activated this ability, and they will be present for 8 turns, or until their health pool gets demolished.

Titans are huge creatures, occupying a 15ftx15ft space.

The titan has custom stats:

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For Ogre Titans (Legion and Scorch):

Strength: 30

Dexterity: 10

Constitution: 30

Intelligence: 20 (When the pilot is inside the titan, pick either the titan's value or the pilot's value, whichever is higher)

Wisdom: 15 (When the pilot is inside the titan, pick either the titan's value or the pilot's value, whichever is higher)

Charisma: 8 (When the pilot is inside the titan, pick either the titan's value or the pilot's value, whichever is higher)

Health Pool: 150 at level 15, 180 at level 18, and 200 at level 20

Armor Class: 10

Walkspeed: 10

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For Atlas Titans (Ion and Tone):

Strength: 25

Dexterity: 20

Constitution: 25

Intelligence: 20 (When the pilot is inside the titan, pick either the titan's value or the pilot's value, whichever is higher)

Wisdom: 15 (When the pilot is inside the titan, pick either the titan's value or the pilot's value, whichever is higher)

Charisma: 8 (When the pilot is inside the titan, pick either the titan's value or the pilot's value, whichever is higher)

Health Pool: 120 at level 15, 150 at level 18, and 180 at level 20

Armor Class: 15

Walkspeed: 15

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For Stryder Titans (Northstar and Ronin):

Strength: 20

Dexterity: 30

Constitution: 20

Intelligence: 20 (When the pilot is inside the titan, pick either the titan's value or the pilot's value, whichever is higher)

Wisdom: 15 (When the pilot is inside the titan, pick either the titan's value or the pilot's value, whichever is higher)

Charisma: 8 (When the pilot is inside the titan, pick either the titan's value or the pilot's value, whichever is higher)

Health Pool: 120 at level 15, 140 at level 8, and 160 at level 20

Armor Class: 20

Walkspeed: 20

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There is also Titan Types.

The Types are:

Scorch: Fire based damage. Wields the T-203 Thermite Launcher, dealing 4d12 fire damage with a range of 100 feet. You can also take an action to summon a fire shield in front of you until your next turn, disintegrating incoming projectiles, and dealing 5d4 fire damage to anyone less than 10 feet in front of you.

Ion: You wield the Splitter Rifle, which has 2 firing modes that you can swap between with a bonus action. In the first firing mode, you deal 10d4 radiant damage, but in the second firing mode, you deal 5d4 damage to 3 different enemies. The first firing mode has a range of 100 feet, and the second has a range of 80 feet.

Ronin: You wield the Leadwall Shotgun, dealing 8d4 bludgeoning damage in a 25 feet wide cone in front of you, with a range of 50 feet. You also wield a giant ass sword, with a range of 15 feet, and dealing 3d12 slashing damage.

Northstar: You wield the Plasma Railgun, which has a range of 150 feet and deals 10d8 radiant damage. You can spend an action to charge the railgun, increasing its damage to 10d12 radiant damage in a 150ft long line, or half as much damage on a successful dexterity save, with your hit roll being the DC. You can also use an action to begin hovering up to 50 feet in the air for 3 turns.

Legion: You wield the Predator Cannon, a giant f**king minigun. It does 5d6 damage with a range of 100ft, but it can be shot with an action AND a bonus action. To fire it with a bonus action, you are required to also use your action to fire it. You can also deploy a particle barrier with an action. The barrier lasts for 3 turns, and blocks all incoming ranged attacks.

Tone: You wield the 40mm Tracker cannon. It deals 4d10 damage in a 5ft radius sphere with 100ft range, and it has advantage on all hit rolls.

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The titans drop in from the upper atmosphere, so naturally, if they fall on anything, they deal a f**k ton of damage. If an enemy is within the area the titan is summoned in when it appears, they will take 15d12 bludgeoning damage.

Ion

Ion

Legion

Legion

Northstar

Northstar

Ronin

Ronin

Scorch

Scorch

Tone

Tone

Titan Core

You titan has their core now, a super move that can be used after the titan has been in 15 turns of combat.

Flame Core (Scorch): You raise your arms up above your head, heating up the air around you, and slam the ground, creating a wave of thermite 25 feet wide, and it travels for 50 feet.
Everyone in the area of the wave has to make a dexterity saving throw, or else take 6d6 fire damage.

Laser Core (Ion): You ready your generators, the whirring noise gets louder, and then you discharge all your energy in a giant f**k off laser beam. The beam deals 3 instances of 4d6 radiant damage. It automatically hits large and extra-large enemies, but any other enemy has to make a dexterity saving throw.

Sword Core (Ronin): You take out your sword, electricity arcing from it while you do so. You overcharge your sword, and now it surges with current. Your only attack available for the next 5 turns is your sword, and you deal 6d12 electric damage instead of 3d12 slashing damage. Your movement speed also doubles.

Flight Core (Northstar): You flare up your VTOL Jets and boost up into the air. Now, with the high ground, you unleash your rocket salvos, firing 10 rockets from your back. each rocket deals 1d10 fire damage in a 5 feet radius and uses regular hit rolls. The rockets all go towards a single enemy, and cannot be aimed individually. For the rest of the duration your titan is available, you will be hovering 50 feet in the air.

Smart Core (Legion): You whir up your predator cannon while your heads up display bursts to life, showing all kinds of new gadgets and gizmos, but all you care about is the new aiming system. All shots fired from you predator cannon automatically hit, no matter what. All of your bullets also now deal double damage.

Salvo Core (Tone): You're in a tricky spot, and you're not sure how to get out of it. When all of a sudden, a message pops up on your HUD. "Salvo Core Ready". Your back mounted rocket launchers open up, unleashing 20 packages of hell fury onto your enemies. Each rocket can be individually aimed and can maneuver around obstacles. Each rocket deals 2d6 fire damage with a 5ft explosion radius.

Flame Core (Scorch)

Flame Core (Scorch)

Flight Core (Northstar)

Flight Core (Northstar)

Laser Core (Ion)

Laser Core (Ion)

Salvo Core (Tone)

Salvo Core (Tone)

Smart Core (Legion)

Smart Core (Legion)

Sword Core (Ronin)

Sword Core (Ronin)

Military Training

Due to the training you went through in the military, you have proficiency with firearms.

Titan Pilot Image

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