Fighter
Base Class: Fighter

Society has a hard time snuffing those who like to take risks, and an even harder time controlling those who are willing to risk everything for their families and fortunes. Little in Casadian is as risky as augmenting one's body with a Kakotrope, a body mod which amplifies both one's mental and physical capabilities. Someone who takes that risk and doses themselves with a Kakotrope are known as KPDs, short for Kakotropic Parakat-Dermach (lit. "Soldier modified beneath the skin"). 

As a KPD, the augmentations that exist within your body give you a wide range of abilities to utilize both in and out of combat. You choose these abilities as you grow more and more accustomed to the body mod. However, wielding a Kakotrope comes with great risks, the worst of which entails a fracturing of the body known as dermakytosis. 

Nanoscopic Augmentation

When you choose this archetype at 3rd level, you gain new ways to utilize the kakotrope that dwells beneath your skin by consuming nano-points.

Augmentations. You learn three augmentations of your choice, which are detailed under “Augmentations” below. Many augmentations enhance an attack in some way.

You gain two additional augmentations of your choice at 7th, 10th, and 15th level. Each time you gain new augmentations, you can also replace one augmentation you have with a different one.

Compatibility. All augmentations have a compatibility score. The total number of all of your passive augmentations' compatibility scores and the compatibility scores of all active augmentations currently in use creates your Cumulative Compatibility Score (CCS). Every time you activate an augmentation, you must make a Constitution saving throw against a DC equal to your CCS. On a failure, you move down one level on your Cooldown Sequence.

Cooldown Sequence. Your cooldown sequence charts how close you are to overloading your body from frequent augmentation use. Get too low on your cooldown sequence, and you suffer dermakytosis, a decomposition of the skin on a cellular level and the worst possible outcome of using Kakotropes. Effects of the cooldown sequence are shown on the "Cooldown Sequence" table below.

COOLDOWN LEVEL EFFECT
6 No Effect
5 One Point of Exhaustion
4 Healing is Half as Effective
3 Augmentations Cost Twice as Many Nano-points
2 Cannot benefit from a Short Rest
1 Dermakytosis (instant death)

 

Nano-points. You have nano-points equal to 3 + your Constitution modifier + your proficiency bonus. A nano-point is expended when you use it. You regain all of your expended nano-points when you finish a long rest.

You gain another base nano-point at 7th level and one more at 15th level.

Saving Throws. Some of your augmentations require your target to make a saving throw to resist the augmentation's effects. The saving throw DC is calculated as follows:

Augmentation save DC = 8 + your proficiency bonus + your Constitution modifier

Dabbling in Nanotech

At 3rd level, you gain proficiency with Tinker's Tools.

Additionally, you can take an hour to make a Dexterity (Sleight of Hand) check using your Tinker's Tools in order to move up one level on the Cooldown Sequence  (DC 10 + Cooldown Level).

Augmentations

The augmentations are presented in alphabetical order.

Adrenaline Rush

Augmentation Type: Active

Compatibility Score: 5

Ability: The nanotechnology in your body both increases the production of adrenaline far beyond normal levels and distributes it effectively throughout the body. For 10 minutes, you can activate any number of other augments you have at no nano-point cost, CCS increase, or Constitution checks. When Adrenaline Rush ends, you gain two points of exhaustion.

Antivirus

Prerequisite: 7th level

Augmentation Type: Active

Compatibility Score: 5

Ability: Your own cyberpsyche is able to decode and disable effects imposed on you unwillingly, even magical ones. You can end any effect on yourself causing you to be blinded, charmed, frightened, paralyzed, or stunned.

Carbon-Strength Skin

Augmentation Type: Passive

Compatibility Score: 4

Ability: A carbon-like structure forms just beneath the epidermis, granting you extra protection from incoming damage. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier. While you are wearing armor or wielding a shield, you add your Constitution modifier to your AC.

Create Weapon

Augmentation Type: Active

Compatibility Score: 2

Ability: The internal enhancement you carry temporarily becomes external, hardening into a weapon for you to use. As a bonus action, you can create any weapon with which you are proficient. While holding a weapon created this way, you can absorb it back into your body (no action required).

Cybernetic Brotherhood

Augmentation Type: Active

Compatibility Score: 4

Ability: Utilizing your own cybernetic biology, you can attempt to bend other machines to your will. As an action, you can cast the dominate monster spell without any material components, but only on constructs.

Featherweight Steps

Prerequisite: 10th level

Augmentation Type: Active

Compatibility Score: 4

Ability: Your augmentation fills empty space in your body with air, making you bloated but lighter on your feet, decreasing your chances of being heard while moving. For ten minutes, you have advantage on Dexterity (Stealth) checks.

Feline Reflexes

Augmentation Type: Active

Compatibility Score: 4

Ability: Your senses grow more acute as you harden your focus, allowing you to react faster than humanly possible. For one minute, you can take as many reactions as you like.

Heightened Awareness

Augmentation Type: Passive

Compatibility Score: 3

Ability: Your enhanced mind allows you to have a more keen awareness of your surroundings. You gain a +5 bonus to your Passive Perception and Passive Investigation scores.

Hydrogen Bomb

Prerequisite: 15th level

Augmentation Type: Active

Compatibility Score: N/A

Ability: The augmentations within your body all emit as much energy as possible into their surroundings, causing an immense amount of energy to be released as atoms are torn to pieces. All creatures (including you) without Legendary Resistances within a 1 mile radius centered on you are instantly killed. Creatures with Legendary Resistances must burn all their Legendary Resistances to survive. All creatures within another 3 mile radius suffer significant injuries or die. Structures within the radius are either completely destroyed or suffer heavy damage. GGs.

Integrated Lockpicks

Prerequisite: 7th level

Augmentation Type: Passive/Active

Compatibility Score: 4

Ability: Your fingertips become the tools of thieves as extensions from them form to keyholes of all shapes and sizes. You can cast the spell knock without any material components.

Additionally, you can consume a nano-point to make the spell silent.

Internal Medicines

Prerequisite: 7th level

Augmentation Type: Passive

Compatibility Score: 6

Ability: The machines within you are able to do minor surgeries and administer medical treatment on a whim. As a bonus action, you can heal a number of hit points equal to your proficiency bonus.

Lightning Footwork

Augmentation Type: Active

Compatibility Score: 3

Ability: The muscles in your legs become energized, allowing you to move more swiftly than before. For one minute, your movement speed is doubled.

Livened Sarcomeres

Augmentation Type: Passive

Compatibility Score: 7

Ability: The muscles throughout your body become artificially strengthened, pushing your body past normal human limits. Your Strength score changes to 25. The augment has no effect on you if your Strength without the augment is equal to or greater than 25.

Additionally, you require 10 hour long rests rather than the usual 8, during which you sleep for at least 8 hours and perform no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. You also require twice as much food as the average person, meaning you must eat at least three meals per day. Failure to complete a long rest or eat a minimum of three meals per 16 hours of activity causes you to accrue exhaustion at a rate twice as fast as normal.

Meteor Punch

Augmentation Type: Active

Compatibility Score: 5

Ability: As you wind up a clenched fist, thrusters squirm their way through your skin, unleashing a devastating strike. As an action, you can prepare an unarmed strike. During the next action you take, you release the unarmed strike, making an attack roll as normal. On a hit, the attack does 10d10 + your Strength modifier bludgeoning damage. This damage ignores all resistances, but not immunities. On a critical hit, the target instantly dies.

Ocular Beam

Augmentation Type: Active

Compatibility Score: 5

Ability: Using the lens of your eye as a focus, your augmentation constructs a laser within your vitreous chamber to be fired at will. For ten minutes, you can cast the spell scorching ray without any material components.

Oracle's Gift

Prerequisite: 15th level

Augmentation Type: Active

Compatibility Score: 8

Ability: Your vision has been perfected through the machine, drawing power from your body to see the unseen. You can cast the spell true seeing without any material components.

Overdrive

Prerequisite: 15th level

Augmentation Type: Active

Compatibility Score: 10

Ability: For ten minutes, you gain the following benefits:

  • You gain resistance to all damage types
  • You can activate any number of your augmentations with no nano-point cost, CCS increase, or Constitution checks
  • You have advantage on all saving throws

When Overdrive ends, you immediately move down two Cooldown Sequence levels.

Precision Targeting

Prerequisite: 10th level

Augmentation Type: Active

Compatibility Score: 6

Ability: Your mind is enhanced with a targeting system, allowing you to lock onto one enemy and devastate them swiftly. Choose a creature you can see within range. For ten minutes, all attacks made against the targeted creature are at advantage.

Psionic Resilience

Augmentation Type: Passive

Compatibility Score: 3

Ability: Your augmented mind has more resilience than most who seek to warp your mind are used to. You have advantage on Wisdom saving throws.

Real-Time Translation

Augmentation Type: Active

Compatibility Score: 3

Ability: Resting in the Broca's area of your brain, a device can be activated that translates the languages you hear and read in real time. You can cast the spell comprehend languages without any material components.

Thermodynamics

Prerequisite: 10th level

Augmentation Type: Passive

Compatibility Score: 6

Ability: Your body is able to contain and expel heat at an incredibly effective rate, maintaining your body's core temperature. You gain resistance to both fire and cold damage.

Additionally, you are unharmed by temperatures as high as 150 degrees Fahrenheit (65 C) and low as -50 degrees Fahrenheit (-45 C).

Thundering Leap

Augmentation Type: Active

Compatibility Score: 4

Ability: Squatting to make a long jump, fire blasts from your ankles, throwing you farther than most could reach. As an action, you can jump a distance equal to your movement speed + your Strength score.

Titanium Strikes

Augmentation Type: Active

Compatibility Score: 3

Ability: Your knuckles become hardened and your muscles more flexible as you prepare to strike with a multitude of punches. For one hour, you roll a d8 in place of the normal damage of your unarmed strike. When you take the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action. 

Sub-Surface Hardening

Starting at 7th level, your body becomes more acclimated to your kakotrope, causing you to be more resilient while using them. When you activate an augmentation, you gain a number of temporary hit points equal to the augmentation's compatibility score.

Improved Nanoscopic Augmentation

At 10th level, you gain an additional base nano-point. At 18th level, you gain another.

Battle Ready

Starting at 15th level, when you roll initiative and have no nano-points, you regain one nano-point.

Improved Nanoscopic Augmentation

At 18th level, you gain an additional base nano-point.

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