Fighter
Base Class: Fighter

All credit for this subclass goes to Kibblestasty.  If you enjoy this content and wish to show your support, consider checking out his other works!

Note: The only change from the original subclass is that, due to technical limitations, if a feature says "Choose option A from this feature or option B from an earlier feature," you instead get options from A & B.  This is definitely a buff, but not so much that it breaks the subclass.

A Tech Knight believes that it is neither brains nor brawn that determine the best fighter, but the combination thereof. Why limit yourself to what nature has provided you when you can supplement your combat superiority in unique and inventive ways that give you the edge?

You build and innovate on the cutting edge... and use that edge to hew through your foes. There are few things more dangerous than weaponized creativity in the hands of someone that knows how to use it.

A Tech Knight could be called an inventor that opened the door of innovation, found the deadliest thing they could invent, and closed it once more, but that wouldn't be accurate - they innovate continuously, improving their art, just with a highly specialized focus.

Some perhaps adventure and fight to test their weapons, others perhaps turned to innovation to overcome some obstacle or seek the change the world, and others still care little for the science and engineering of the weapon, and merely cobbled together something to annihilate their foes.

Brutal Invention

3rd-level Tech Knight feature.

You build a devastating new weapon to help you dominate the battlefield in a unique way. Attack and damage rolls with these weapons use your Strength modifier. You can build one weapon now, and another one at levels 10 and 18. Select one weapon from the below list:  

Weapon Damage Properties
Chainblade 2d4 slashing Versatile (3d4), Special
Ramming Gauntlet 1d8 bludgeoning light, special
Repeating Hand Crossbow 1d6 piercing Ammunition (30/120), Light, Special
Ricocheting Weapon 1d8 bludgeoning Finesse, Thrown (30/90), Special
Transforming Weapon 2d6/1d8 Two-Handed, Heavy, Special

You gain proficiency with the selected weapon. Only you have proficiency with this weapon. If your weapon is lost or destroyed, you can remake it over the course of 4 hours spending 25 gold pieces of materials.

Note: There is no way to design this so that fighting styles effect these weapons. You will have to modify them from your character sheet to match your chosen fighting style.

Chainblade

You wield a chainblade, a rapidly spinning series of knives and steel claws which tear at the flesh of your enemies.  This weapon deals 2d4 slashing damage and has the versatile property (3d4 damage with both hands).

Special Property: When you roll damage dice for this weapon, you can reroll as many damage dice as you would like once per attack, but you must use the new roll any dice rolled. After hitting an attack with this weapon as part of the Attack action, if you have additional attacks you can make as part of the action, you can forgo them to deal an additional 3d4 slashing damage per attack forgone.

Ramming Gauntlet

You have a ramming gauntlet, a giant metal glove with a built-in propulsion system designed to deliver maximum damage.  This weapon deals 1d8 bludgeoning damage and has the light property.

Special Property: When you make an attack with this weapon, you can choose to forgo adding your Proficiency bonus to the attack roll. If the attack hits, you can add double your Proficiency bonus to the damage roll.

Repeating Hand Crossbow

You have a repeating hand crossbow, a rapid-fire personal artillery unit with an automatic reloading system.  This weapon deals 1d6 piercing damage, has the light property, and has a range of 30 ft. and a long range of 120 ft.

Special Property: This weapon does not require a free-hand to load, as it has a built-in loader. Once per turn, if you make an attack with this weapon as part of the Attack action, if you do not have disadvantage on that attack, you can give yourself disadvantage to make a single additional weapon attack with this weapon as a bonus action (also at disadvantage).

Ricocheting Weapon

You have a ricocheting weapon, a hand-held device with lock-on and heat-seeking functionality. This weapon deals 1d8 bludgeoning damage, and has the finesse and thrown properties.

Ricocheting Weapon: When this weapon is thrown you can target two creatures within 10 feet of each other, making a separate attack roll against each target; the damage dealt is halved for targets hit after the first. This weapon returns to your hand after you make an attack with it using the Thrown property.

Transforming Weapon

You have a transforming weapon, a multi-functional device with both melee and ranged capabilities.  This weapon's damage changes depending on it's configuration. This weapon requires both hands to wield and has the heavy property.

Special Property: As a bonus action, you can convert this from a 2d6 melee weapon to a 1d8 ranged weapon with the Ammunition (100/400) property. When you convert the weapon, it becomes overcharged with power, and the next time you roll damage with it before the end of your turn you deal an additional 1d6 lightning damage. Select the damage type when creating this weapon from bludgeoning, piercing, slashing, or lightning damage. You can select a different damage type for the melee and ranged forms.

Rev Up

3rd-level Tech Knight feature

When hit an attack with your Brutal Invention, you can overcharge with an effect based on your Brutal Invention selection, granting it an additional benefit. 

You can use this ability a number of times equal to your Intelligence modifier, regaining all uses on a short or long rest.

Excessive Force (Ramming Gauntlets)

The target is knocked 10 feet backwards.

Full Auto (Repeating Hand Crossbow)

You immediately make a single additional attack as part of the same action, rolling three d20s for the attack roll and taking the lowest.

Hypervelocity (Ricocheting Weapon)

The weapon bounces to an additional target.

Overcharge (Transforming Weapon)

You deal an additional 1d6 lightning damage after switching your weapon's function.

Reckless Power (Chainblade)

The weapon's damage dice become d6's for that attack (including the special property if activated).

Weapon Improvement

3rd-level Tech Knight feature

Over the course of a long rest, you can destroy a +1/+2/+3 magic weapon to transfer the bonus to attack and damage rolls to your Brutal Invention weapon. At the DMs discretion, other properties can be transferred (it is recommended that most cannot, but a final decision is up to the DM). 

Note: Due to technical limitations, you must manually adjust the attack and damage modifiers of your Brutal Invention when using this ability.

Tinker's Proficiency

3rd-level Tech Knight feature

You are proficient with Tinker's Tools.

Contingent Options

7th-level Tech Knight feature

You extend your innovation of the art of war to give yourself a unique advantage from your gear. For any option that has a spell save DC, your save is 8 + your Intelligence modifier + your proficiency bonus. You can use the selected item once, after which you must complete a short or long rest before you can use it again. You may select an additional option at 10th and 18th level.

Select one of the following options:

Bio-Belt

You can use this to cast enlarge/reduce without expending a spell slot.

Charged Armor

As a bonus action, you can juice your armor with power with the effect of the lightning charged spell. You may cast this spell in this way once before taking a short or long rest.

Flamethrower

As an action or in place of an attack as part of the Attack action, you can use this to cast burning hands as a 2nd level spell without expending a spell slot.

Force Shield

You can deploy a temporary field field, with the effect of casting shield.

Rocket Boots

As a bonus action you can activate these do give yourself a jumping distance equal to your movement speed until the end of the turn. You take no fall damage from this movement, but creatures of your choice within 5 feet of where you land must make a successful Dexterity saving throw or take 2d4 fire damage. Alternatively, you can use this to cast feather fall targeting only yourself.

Thunder Grenade

As an action or in place of an attack as part of the Attack action, you can use this to cast shatter without expending a spell slot.

Implements of War

10th-level Tech Knight feature

You can select one of the following:

Grappling Hook

As an action or in place of an attack as part of the Attack action, you may target a surface, object or creature within 20 feet. If the target is Small or smaller, you can make a Strength (Athletics) grappling check to pull it to you and grapple it. Alternatively, if the target is Medium or larger, you can choose to be pulled to it, but this does not grapple it.  Attacks of opportunity generated by this movement have disadvantage.

Returning Chain

When you throw the weapon at a target 30 or less feet away, you can return the weapon to your hand. If the weapon doesn't have the thrown property, it gains the Thrown property (10/30ft.).

Reactive Armor

15-level Tech Knight feature

You can tune your armor during a long rest to grant specialized defense. At the end of a long rest, select one damage type and gain resistance to that damage type until the end of your next long rest.

Arms Race

18th-level Tech Knight feature

You can select one additional option from Brutal Invention, Contingent Options, and Chains of War.

Previous Versions

Name Date Modified Views Adds Version Actions
1/4/2024 7:32:02 PM
9
0
--
Coming Soon
1/4/2024 7:46:22 PM
14
0
--
Coming Soon
Tech Knight Image

Comments

Posts Quoted:
Reply
Clear All Quotes