Base Class: Fighter
MTF Tau-5, also known as "Samsara," is a highly specialized Mobile Task Force within the SCP Foundation dedicated to containing and neutralizing anomalous threats. Comprised of elite operatives with extensive combat training and augmented with cutting-edge technology, Tau-5 is deployed to confront the most dangerous and unpredictable anomalies.
Impressive Tactics
At 1st level, you gain proficiency in Investigation and Insight skills if you don't already have them.
Anomalous Weaponry
Starting at 3rd level, you gain proficiency with advanced weaponry commonly used by MTF Tau-5 operatives, such as energy rifles, plasma blades, or containment grenades. When you make an attack with these weapons, you can add your Intelligence modifier to the attack and damage rolls instead of your Strength or Dexterity modifier.
Containment Grenade
When activated, containment grenades release a dispersal cloud of containment agents within a 10ft radius to suppress anomalous abilities of those affected. These agents interfere with the anomalous properties of nearby entities, causing temporary disadvantages with all magic and magical items. The grenades affects wear off if the target(s) succeeds a Constitution Saving throw of (14).
Due to the volatile nature of their containment agents, containment grenades should be handled with extreme caution by trained SCP Foundation personnel only. Improper handling or detonation of containment grenades can result in unintended consequences, including the release or exacerbation of anomalous phenomena. Additionally, the dispersal cloud produced by the grenades may affect non-anomalous individuals within the area of effect, posing a risk of unintended exposure or harm if not used with caution.
Energy Rifle
The energy rifle takes 1 action to charge, when shot if wielder is not prone they are knocked back 5ft and must make a Athletics or Acrobatics check of (15). On a failed check wielder is knocked prone.
The energy rifle is a cutting-edge weapon designed for precision and power in combat scenarios. Crafted from advanced materials and powered by potent energy sources, this firearm represents the pinnacle of modern technological innovation.
The energy rifle has a sleek and futuristic design, featuring smooth lines and minimalistic detailing. Its frame is typically constructed from lightweight alloys or composite materials, making it both durable and agile in the hands of its wielder. The rifle's energy core is housed within the weapon's sleek chassis, emitting a faint hum of contained power.
Instead of conventional ammunition, the energy rifle harnesses energy cells or power packs to generate and project highly concentrated beams of energy. These beams can vary in intensity and frequency, allowing the wielder to adjust the rifle's settings based on the desired effect. Some models feature customizable firing modes, including single-shot, burst fire, and continuous beam options.
Due to the volatile nature of its energy core, proper maintenance and handling procedures are essential when using an energy rifle. Mishandling or overloading the rifle's energy core can result in catastrophic malfunctions or energy feedback, posing a danger to both the wielder and nearby allies. Additionally, the high energy output of the rifle's projectiles may cause collateral damage to surrounding structures or environments if not used with caution.
Plasma Blade
The plasma blade can be charged to hotter temperatures. After every minute of charging you gain a +1 in damage (Stacks) for one successful hit. After the 5th minute of charging the wielder takes 2d6 damage for every minute holding it. After the 10th minute of charging it can melt through the shield spell.
The plasma blade is a formidable melee weapon that harnesses the destructive power of contained plasma energy. Crafted with advanced materials and cutting-edge technology, this weapon is favored by warriors seeking unparalleled cutting ability and devastating close-quarters combat prowess.
The plasma blade has a sleek and elegant design, featuring a slender blade of shimmering energy contained within a durable hilt or emitter. The blade emits a vibrant, colored glow, with hues ranging from bright blue to fiery red, depending on the composition of the plasma and the weapon's settings. When activated, the blade crackles with contained energy, casting an ominous glow in the surrounding area.
The plasma blade operates by generating a superheated plasma field contained within a magnetic containment field. This plasma field forms the blade itself, emitting intense heat and energy capable of slicing through most materials with ease. The blade's length and intensity can be adjusted through the weapon's controls, allowing the wielder to tailor its size and cutting power to suit the situation.
Many plasma blade models come equipped with additional features to enhance their versatility in combat. These may include integrated energy modulation systems for adjusting the blade's intensity and temperature, ergonomic hilt designs for optimal handling and grip, and built-in energy dampeners to prevent feedback or overheating during prolonged use.
Anomalous Tactics
At 7th level, your training and experience with anomalous phenomena have honed your tactical acumen to unprecedented levels. You choose the following benefits: Anomalous Awareness, Adaptive Strategy, or Anomalous Analysis.
Adaptive Strategy
You excel at devising strategies to counteract and neutralize anomalous threats. When you roll initiative, you can choose one creature or anomaly you can see within 60 feet of you. Until the end of your next turn, you and your allies have advantage on attack rolls against that target, and the target has disadvantage on saving throws against spells and abilities used by you and your allies.
Anomalous Analysis
You can quickly assess the capabilities and weaknesses of anomalous entities. As an action, you can make an Intelligence (Investigation) check contested by the target's Charisma (Deception) check if it's capable of understanding your actions. On a success, you learn one of the following pieces of information about the target: its resistances, vulnerabilities, immunities, condition immunities, or one of its special abilities.
Anomalous Awareness
You have an innate sense for detecting anomalies and supernatural occurrences. You gain proficiency in the Arcana skill if you don't already have it. Additionally, you can spend 1 minute observing an area to detect the presence of anomalies or magical effects. The DM will inform you of any anomalies or magical effects present in the area and their general nature.
Anomalous Adaptation
At 10th level, you gain the ability to adapt to anomalous environments and conditions. You can spend 1 hour attuning yourself to an environment. Once attuned, you gain advantage on saving throws and ability checks against the terrain for the next 24 hours.
Anomalous Mastery
Upon reaching 15th level, you have mastered the art of combating anomalies and supernatural threats. You gain proficiency in Intelligence saving throws if you don't already have it. Additionally you can use your reaction to impose disadvantage on an attack roll made against you by an aberration, undead, or creature with a supernatural origin.
Anomalous Suppression
At 18th level, you have become a master at suppressing and neutralizing anomalous phenomena. As an action, you can expend one use of your Action Surge to temporarily suppress the effects of an "anomaly" within 60 feet of you for 1 minute. During this time, the anomaly's abilities are negated, and its effects are temporarily nullified.
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