Fighter
Base Class: Fighter
This subclass is part of the "Metroid into Dungeons and Dragons" Homebrew pack. All rights are reserved to Nintendo.

Chozo blood starts to flow through your veins, and you gain abilities that are unnatural to you and this world. You gain a suit of armor called the Power Suit and you gain many different types of abilities as you get stronger.

Power Suit

At 3rd level, you gain the Power Suit, Power Beam, Charge Beam, Missile Launcher, Morph Ball, and Bomb.

Power Suit

The Power Suit is a suit of armor that can be materialized at any time. Your AC is set to 15 and you cannot wear any other armor or use shields. You also gain darkvision if you don't already have it.

Power Beam

The Power Beam is a powerful arm cannon that can be modified to increase damage output. As an action, you can fire the Power Beam and on a hit, deal 1d8 + your Dexterity modifier power (radiant) damage.

Charge Beam

The Charge Beam allows you to charge the Power Beam and deal double damage with your next shot. As an action, you can spend a round to charge your beam and fire it on your next turn. At 10th level it upgrades into the Diffusion Beam that makes makes a charged shot split between three targets.

Missile Launcher

The Missile Launcher allows you to fire Missiles that explode on impact. They have limited ammo that can only be replenished during a short or long rest. You start with 25 Missiles and gain 25 more at 7th level. As an action, you can fire a Missile and on a hit, deal 3d6 + your Dexterity modifier explosion (force) damage. At 10th level they upgrade to Super Missiles that deal 4d8 + your Dexterity modifier explosion (force) damage. You start with 15 Super Missiles and gain 15 more at 15th level.

Morph Ball

The Morph Ball allows you to turn into a small compact sphere to roll around and get into places that are too large for regular people. While in this form, your size is tiny. As a bonus action, you can turn into the Morph Ball.

Bomb

The Bomb is a small explosive that deals damage and propels you upward. While in the Morph Ball form, as an action, you can lay a Bomb that explodes, and every creature in a 5-foot radius must make a DC 12 Dexterity saving throw, and on a failure, take 1d6 explosion (force) damage.

Varia Suit

At 7th level, you gain the Varia Suit, Ice Beam, Seeker Missile Launcher, Grapple Beam, and Hi-Jump Boots.

Varia Suit

The Varia Suit is an upgrade to the Power Suit that increases your defenses and gives you acid resistance. Your AC rises to 16.

Ice Beam

The Ice Beam is an augmentation to the Power Beam that shoots an icy cold shot with a chance to freeze creatures that don't have cold resistance. The Ice Beam deals 3d4 + your Dexterity modifier cold damage. A creature without cold resistance must make a DC 14 Constitution saving throw or be frozen (paralyzed) for a round or until they are hit.

Seeker Missile Launcher

The Seeker Missile Launcher is an augmentation to the Missile Launcher that allows you to fire 5 Missiles at up to 5 different targets. These Missiles deal less damage than regular Missiles. This uses up to 5 Missiles. Each Seeker Missile does 2d4 + your Dexterity modifier explosion (force) damage.

Grapple Beam

The Grapple Beam is an augmentation to your hand that allows you to grapple and pull creatures to you from a distance.

Hi-Jump Boots

The Hi-Jump Boots are an augmentation to your boots that double your jump distance and height.

Varia Suit Mk. II

At 10th level, you gain the Varia Suit Mk. II, Wave Beam, Diffusion Beam, Super Missile, and Speed Booster.

Varia Suit Mk. II

The Varia Suit Mk. II is an upgrade to the Varia Suit that increases your defenses and gives you fire resistance. Your AC rises to 17.

Wave Beam

The Wave Beam is an augmentation to the Power Beam that shoots an electric shot made of wave energy which allows it to pass through solid material. The Wave Beam deals 2d6 + your Dexterity modifier wave (lightning) damage.

Diffusion Beam

The Diffusion Beam is an upgrade to the Charge Beam that makes a charged shot split between three targets.

Super Missile

The Super Missile is an upgrade to your Missiles that allows you to fire Super Missiles which deal more damage than regular Missiles on impact. They have limited ammo that can only be replenished during a short rest or long rest. You start with 15 Super Missiles and gain 15 more at 15th level. As an action, you can fire a Super Missile and on a hit, deal 4d8 + your Dexterity modifier explosion (force) damage.

Speed Booster

The Speed Booster is an augmentation to your boots that doubles your dash distance. When you take an action to dash, the Speed Booster starts up. You can store a Shinespark as a Bonus Action and fire it off in any direction, allowing you to ram into creatures and deal immense damage. Any creature in the way of a Shinespark must succeed on a DC 15 Dexterity saving throw or take 6d10 force damage.

Gravity Suit

At 15th level, you gain the Gravity Suit, Plasma Beam, Storm Missile, and Space Jump.

Gravity Suit

The Gravity Suit is an upgrade to the Varia Suit Mk. II that increases your defenses, lets you move freely in liquid, and gives you cold resistance. Your AC rises to 19.

Plasma Beam

The Plasma Beam is an augmentation to the Power Beam that shoots a shot made of plasma that pierces through all creatures in its path. The Plasma Beam deals 2d12 + your Dexterity modifier plasma (fire) damage.

Storm Missile

The Storm Missile is an upgrade to the Seeker Missile Launcher that fires a volley of 3 Super Missiles at up to 5 different targets. These Missiles deal less damage than regular Super Missiles. This uses up to 15 Super Missiles (3 per volley). Each Storm Missile volley does 3d8 + your Dexterity modifier (explosion) force damage.

Space Jump

The Space Jump is an augmentation to your boots that allow you to jump infinitely while somersaulting.

True Gravity Suit

At 18th level, you gain the True Gravity Suit, Screw Attack, and Power Bomb.

True Gravity Suit

The True Gravity Suit is an upgrade to the Gravity Suit that increases your defenses and gives you fire and cold immunity. Your AC rises to 21.

Screw Attack

The Screw Attack is an upgrade to the Space Jump that allows you to deal lightning damage when somersaulting. Any creature in the way of the Screw Attack must succeed on a DC 15 Dexterity saving throw or take 8d8 + your Dexterity modifier lightning damage.

Power Bomb

The Power Bomb is a bomb that lets out a huge heat wave in a 40-foot sphere that vaporizes most things instantly. Any monster below CR 15 caught in the blast dies instantly. Any creature above CR 15 must make a DC 18 Dexterity saving throw or take 10d12 power (radiant) damage on a failed save, or half as much on a successful one. You can use a single Power Bomb once per short rest.

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