Base Class: Fighter
The Techblade modifies their weapon of choice to enable additional abilities, and the type of weapon wielded will narrow that field while still allowing customization. The magic that is available to the Techblade will only be based on what could be implemented through upgrades and adaptations.
Technical Expertise
At level 3, you gain proficiency with Tinker's Tools if you don't already have it.
Hex-Tech
Upon reaching level 3, you have achieved a modicum of creativity towards combat. By combining your weapon with arcane implements and modifications, you gain access to one modification from the following list. You may only have one active modification at a time, and if you choose to apply your modification to a new weapon, you must do so over the course of a long rest using Tinker's Tools. Upon reaching level 10, you gain an additional modification and may now have two active mods at once, be it on the same weapon or two different weapons.
If a modification is chosen that requires a spell save, your Intelligence will be used for the DC: 8 + Proficiency bonus + Intelligence modifier
Amp It Up
To many, you have mastered the fine art of beating an object to make a sound, but to the trained eye, you've taken this so much further with your modifications. When making a weapon attack that deals bludgeoning damage, you may amplify your attack to have a wider effect on those around the target. If this attack hits, you may deal 1d4 Thunder damage to all other creatures within 5ft of the target, as long as those creatures can hear you. You may use this ability once per turn.
Upon reaching level 10, increase the damage to 1d6. Upon reaching level 15, increase the damage to 1d8
Boomer-chain
By attaching an automated chain to your melee weapon, you may throw your weapon at a creature within 20ft, dealing normal weapon damage, and as a bonus action you may reel in the weapon back to your hand.
If you throw your weapon and do not reel it back in on the same turn, the weapon remains at it's thrown location and a metal chain is connected from the weapon back to the wielder. You may not move beyond the 20ft length of the chain unless you succeed on a DC 10 Strength check, ripping the weapon from it's planted location and dragging it behind you. If the chain is broken, it cannot be repaired until a short rest with the use of Tinker's Tools.
Flamethrower
Sometimes a creature's hide is too thick, it's scales too tough for a blade to cut or a bludgeon to break through. When those times arise, the Techblade has other tricks up their sleeve. After making a melee attack with a two-handed weapon, as a bonus action you may cast the Firebolt cantrip at the same target, the bolt originating from your weapon. This Firebolt spell attack is not subject to disadvantage due to casting within 5ft of the target.
You may use this attack 3 times before requiring a short rest to recharge the mechanization required to produce the flame.
Alternatively, you may forgo a melee attack to cast a 15ft cone of flame as an action. Creatures within the cone must make a Dexterity save or suffer 3d6 fire damage to all targets within the cone, or half on a successful save. By utilizing this option, you must have all three charges of Firebolts unspent and available, and this attack will only recharge after a long rest. You must be holding your weapon to channel this cone of flame.
Heartpiercer
You have added minute modifications to your weapon to accelerate it's abilities. When dealing damage with weapon that deals piercing damage, you may accelerate the attack to penetrate a creature's hide or armor deep enough to cause grievous wounds. If the creature is able to bleed, you may choose to cause the creature to bleed, suffering 1 damage at the start of it's turn, lasting for 3 turns. You may use this modification once per turn and it can stack on a creature up to 3 times, with each new application refreshing the duration.
Locomotor
By accelerating the Hex-Technology within your weapon, you gain access to an additional attack. After making an attack this turn, as a bonus action you may make an additional attack against a creature within 5ft of the initial target. The rapidness of this attack catches the target off guard, you gain +5 to hit on this attack but the attack deals partial damage to the target, halving the roll of the weapon's damage die (minimum 1) but still adding your modifier.
Super Hot
You have taken your Hex-Tech modification and turned it up to 11. When attacking with a weapon that deals slashing damage, you may super-heat the end of your weapon and upon hitting a creature or object, deal normal weapon damage and you may reduce it's AC by 1. This reduction lasts for 1 hour and stacks cumulatively. You may use this ability 4 times before requiring a long rest to recharge your Techblade mechanism.
Trick Quiver
You may have harnessed the amplification powers of the "Techblade", but nothing says that has to relegate you to melee weapons. When making a ranged attack with a two-handed bow or crossbow, you may choose to modify your ammunition before it is fired. You may use this ability 4 times before requiring a short rest to recharge your modification capabilities. The available modifications are:
Repel: When hitting a creature or object with this attack, the damage is considered bludgeoning, the target takes normal damage, and is forced to make a Strength saving throw vs your Techblade DC or is forced back 5ft.
Bolo: When hitting a creature with this attack, the target takes normal damage and is forced to make a Dexterity saving throw vs your Techblade DC. Upon failing, the target is immobilized and may attempt to break free of this immobilization effect at the end of each of it's turns with a DC 12 Strength check.
Mute: When hitting a creature with this attack, the target takes half damage of the attack and all creatures within a 5ft radius of the target's location are silenced until the start of your next turn or until a creature moves out of this area.
Reduce, Reuse, Recycle
Upon reaching level 7, when you reduce an enemies hit points to 0, you may recycle their life essence into temporary hit points. The amount of temporary hit points gained is based on the size of the creature. The maximum amount of temporary health you may accumulate with this ability is twice your Fighter level + your proficiency and unlike other sources of temporary hit points, points gained from this ability are additive.
Small or smaller: 2 temporary hit points
Medium: 4 temporary hit points
Large: 6 temporary hit points
Huge or larger: 8 temporary hit points
Gears for Years
Upon reaching level 18 in this class, you have gained a mastery of your technologies and have learned to modify yourself as well as your weapon. You no longer age naturally and you may take 1 minute to adjust the gears within yourself, allowing you to increase or decrease your age. The minimum age that may be achieved is 13 years, and you may adjust your age up to 50 years at a time. For every 10 years adjusted, you suffer one level of Exhaustion.
Gear-ing Up
Upon reaching level 15 in this class, you have learned to implement mods throughout the rest of your equipment. You may have one gear mod at a time and may change out your selected mod after a long rest.
While wearing boots, your jump height is increased by 10ft OR gain advantage on stealth checks and +5 to passive stealth
While wearing gloves, your unarmed attacks deal 1d6 force damage OR your climbing speed is equal to walk speed
While wearing chest armor, you may gain resistance to one damage type of your choice and may change your chosen resistance after a short rest OR gain advantage on all Charisma (Persuasion, Intimidation) checks against anyone who can see you.
While wearing a cloak, non-magical ranged attacks have disadvantage OR you may wrap the cloak around you and become invisible for 1 minute before the mod requires a 10 minute recharge.
While using a shield, you may cause attackers to suffer 5 lightning damage upon successfully hitting you OR you may increase your AC by an additional 3 as a reaction.
Power Up
Upon reaching level 10 in this class, you gain access to a second Techblade modification. This mod may be applied to the same weapon as the initially modified weapon or applied to a new weapon. Also, you may choose to replace your original modification with a new selection.
When wielding a Techblade modified weapon, it is considered magical in relation to overcoming damage resistances or immunities.