Base Class: Fighter
Space Bound
Cellanites are born among the stars, making their homes on large asteroids, moons, and more or less uninhabited planets. Due to their wingless flight and ability to hold their breath for long periods, Cellanites can comfortably live in space as long as they have an easy way to obtain oxygen when needed.
Vicious "Protectors"
Although some can adopt a more apathetic demeanor, most Cellanites feel it is their duty to protect "lesser beings" like humans. Many orders of paladins and adventuring groups welcome a Cellanite in their ranks. However, their aggression and pride can sometimes cause more problems than they solve. Some Cellanites have learned to keep their emotions in check, but those who haven't often end up viciously brutalizing their enemies, and in some cases, their victims. It is rare to see a Cellanite leave a battlefield without being covered head to toe in blood. This is a culturally learned behavior, so half-Cellanites are less likely to exhibit these traits. Due to their perceived duty, many Cellanites have left their isolated communities in space for more inhabited planets to rule over and protect. Often, this protection means ensuring the kingdom does not get taken over or destroyed before the Cellanite overthrows the original rulers. To a Cellanite, humans and other humanoid races are seen as insects. In the decades or centuries after a Cellanite descends from the heavens to become a beloved hero and protector, many influential heroes and adventurers protecting the kingdom from invaders may suspiciously go missing. Few know the true nature of this warlike race, thinking of them as great heroes.
Half-Cellanites
Similarly to orcs, but to a much stronger degree, Cellanites are unmatched in the strength of their genes. Although they can breed with other races, the offspring of these relationships are usually around 99% pure and are considered full-blooded by all but the half-breed. It is tradition to have the half-breed raised in the culture of their non-Cellanite parent. As a result, they lack some of the stereotypes of their species and adopt those of the other race. While full Cellanites help and defend people for selfish reasons, half-breeds become heroes because they truly love people of other races. This is due to the non-Cellanite culture they are most likely raised in, as well as hearing stories of great Cellanite heroes and wanting to follow in their parents' perceived footsteps.
Power with Age
In truth, Cellanites are stronger and more powerful than other humanoid races. The advantage they have over other intelligent creatures is their ludicrously long lifespans. A human can live just under a hundred years, with only a prime period to train in martial or magical prowess, and even then they can shape the world with that little amount of knowledge. Cellanites, on the other hand, have many millennia to train and practice whatever skills they want. Two thousand years is nothing in the face of a Cellanite lifetime, so why not become the greatest blacksmith that ever lived on a whim, or raise and ruin an empire in the equivalent of a weekend? As a warlike race, most of this practically infinite amount of time goes into combat skills. If they focus on martial prowess, they can become gods of war, able to take on entire armies single-handedly. If they focus on the arcane, reality can be whatever they want, and in worlds where their gods do not ban epic-level magic, they can push far beyond 9th-level spells. Of course, this level of power cannot be gained quickly, but when you live as long as Cellanites do, you have all the time in the world to train, practice, and hone your craft. Cellanites that focus all their efforts into combat skills by the middle of their life can easily reach CR 60.
After the age of 18, you manifest the following benefits:
Resilient
At 3rd level, while you are not wearing any armor and not wielding a shield, your Armor Class equals 12 + your Strength modifier + your Constitution modifier.
You are immune to poison and disease. Your unarmed attacks and class features count as magical for the purpose of immunity
Super Strength
At 3rd level, Any kind of weapon you use is immediately broken when attacking based on DM discretion, add your Proficiency Bonus to your Strength Score this sets your strength score maximum to 30, you count as three sizes larger when determining your carrying capacity and the weight you can push, drag, or lift. Your ability to carry, lift, and push objects increases by 20 times. You ignore the heavy property on weapons.
Additionally you may gain Resistance to all damage except thunder damage.
Super Speed
At 3rd level, your movement speeds increase to 60 ft.
Super Senses
At 7th level, you gain the following features
Expertise in Perception: You gain expertise in Perception checks, allowing you to add double your proficiency bonus to Perception checks. You additionally gain advantage on perception checks.
X-Ray Vision: As a bonus action, you can see into and through solid matter of your choosing out to a range of 120 feet for 1 minute. To you, solid objects within that radius appear transparent and do not prevent light from passing through them this effect requires concentration as if you were concentrating on a spell.
Penetration Limits:
- 5 foot of stone
- 1 foot of common metal
- 10 feet of wood or dirt
Benefits:
- Creatures seen in this way do not benefit from being hidden.
- This effect does allow you to see invisible creatures or objects.
- You can see hidden objects such as secret doors or traps.
- You have advantage on Perception (Wisdom) and Investigation (Intelligence) checks to detect the presence of secret doors or traps.
- You can see broken bones, lodged projectiles, and internal organs. You gain advantage on Medicine (Wisdom) checks to stabilize another creature or diagnose an illness.
Enhanced Hearing: You can hear sounds up to 600 feet away as if they were being spoken directly to you.
Laser Vision
At 10th level you gain the following,
- Laser Vision Attack: As an attack action, you can make a special ranged attack from your eyes, called a Laser Vision attack, against any creature or object you can see. You are proficient with this attack, and it counts as a natural weapon. This attack uses your Constitution as the attack modifier and deals 3d10 + your Constitution modifier in radiant damage. This damage becomes 4d10 + your Constitution modifier at level 17.
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Laser Sweep (Long Rest): In a cone extending as far as you can see in front of you, make a Laser Vision attack against all creatures in that cone. Creatures hit by this attack glow dimly, shedding dim light within 10 feet of them, until the end of your next turn. Glowing creatures cannot benefit from stealth or invisibility.
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Laser Blast (Long Rest): In a 10-foot wide line extending as far as you can see in front of you, make a Laser Vision attack against all creatures and objects in that line. Creatures and objects hit by this attack take 6d10 (8d10 at level 17) damage from the attack and are ignited, taking 2d6 fire damage at the beginning of each of their turns until they or another creature within 5 feet of them uses their action to extinguish the fire.
Peak of Evolution
At 15th level, you gain the following features
if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Focused Beam
- Recharge on a long rest
- Make a laser vision attack dealing an additional 50 radiant damage.
- If the target is hit, they must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be blinded for 24 hours or permanently (DM discretion).
- If the saving throw is passed, they are blinded for 1 minute.
Invincible
- A number of times equal to your proficiency bonus per long rest
- before you take damage, you can make yourself immune to all damage until the start of your next turn. You can use this feature after an Attack roll or failed saving throw but before the damage dice are rolled.
Overwhelming Strength
At 18th level, you have trained for so long that you suddenly gain a boon of power.
Your Strength score increases by 4.
When you hit with an attack, you can cause it to deal additional damage equal to one roll of your weapon die. After this damage, if the struck creatures current hit points are equal to or less than two times your Fighter level, their head is destroyed (Cut off for slashing, crushed for bludgeoning, drilled through for piercing)
If a creature has any uses of the Legendary Resistance feature, they may use it in order to prevent their head from being destroyed.
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