Base Class: Fighter
Followers of Caro Mechanicum have devoted themselves to liberating their warrior spirit from their meager flesh. Choosing to replace flesh, organs and even entire limbs in their quest to become the ultimate warriors.
Forged Flesh
You have fortified your mortal body with your armaments. Merging your body with a weapon and integrating armour within your flesh.
Starting at 3rd level you can choose a weapon you possess and convert it to its armblade variant and can also integrate armour into your body.
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Your body has built-in defensive layers, which can be enhanced with armor:
- You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
- You gain a +1 bonus to Armor Class while your armour is worn this way.
- While you live, the armor incorporated into your body can’t be removed against your will.
Glitch In The System
Your mechanical upgrades whilst powerful, are sometimes prone to malfunction. Causing varying unintentional effects.
After making an attack roll to hit for the first time on your turn. Roll a D6, depending on the result the attack has the below additional effects:
1- The attack fails and reflects half the damage to you (rounded down)
2- The attack succeeds but deals half damage (rounded up).
3- The attack hits as normal.
4- The attack deals an additional 1D4 lightning damage.
5- The attack deals an additional 1D4 force damage.
6- OVERLOAD!!! The attack deals double damage but you cannot attack again this turn.
Grafted Servant
Your understanding of twisting flesh, steel and the arcane allows you to create a servant from spare parts.
Starting a 7th level you can cast the Find Familiar spell as a ritual.
Caro Derelicta
Your ever increasing mechanized form leaves little hint of the mortal being you once where.
Starting at 10th level you no longer need to eat, breathe or sleep instead entering an immobile but still alert state.
Additionally undead regard you as one of their own unless attacked by you or your allies, and you gain resistance to necrotic damage.
Failsafe
You have learned to temper the somewhat unpredictable nature of your augmentations. Allowing you to roll an additional time for the Glitch In The System feature.
Starting at 15th level, Once per short rest after the initial roll you can choose to re-roll the Glitch In The System D6 but you must use the new result.
Core Detonation
You push your mechanical power source to it's limits causing it to overload and send out a wave of necrotic energy.
Starting at 18th level, you gain access to the Circle of Death spell which you can cast once per long rest.
A sphere of negative energy ripples out in a 20-foot-radius sphere around you. Each creature in that area must make a CON saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.
Previous Versions
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