Base Class: Barbarian
*This subclass is designed to be used with the Warforged race or any other similar construct-based race.*
You are an Armored Vessel: a mechanical creation of war designed to win losing battles. Powered by the soul of a living being housed inside of a magical core, Armored Vessels can harness destructive magical energies alongside their modular array of offensive and defensive capabilities. An Armored Vessel manufactured to be a hulking beast of durable metal and siege weaponry can rearrange its chassis to be light, mobile, and deadly within only a matter of hours. This extreme adaptability allows Armored Vessels to respond to any threatening situation with the right tools, so long as the soul within is capable of utilizing its construct's maximum potential.
Level 3: Assault Protocol
At 3rd level, your rage activates your Assault Protocol, releasing your output limiters and granting you additional capabilities at the cost of heat build-up within your systems.
Assault Protocol. When activating your rage, you gain the following capabilities:
- Barrage - After taking the attack action, use your bonus action and increase your heat gauge by one point to make one additional attack.
- Boost - As a bonus action, increase your heat gauge by one point and double your walking speed for the rest of your turn.
- Cycle Heat Ventilation (Once per use of rage) - you can spend your action and bonus action to vent your systems and remove all heat points. Until the start of your next turn, you automatically fail any dexterity saving throws and creatures have advantage on attack rolls against you.
- Expulsion Barrier - You can use your reaction and increase your heat gauge by one point to gain a barrier that forces any attackers targeting you or creatures within 5 feet of you to roll 1d6 and subtract that number from their attack roll.
- Magic-Seeking Missiles - Increase your heat gauge by one, allowing you to cast the Magic Missile spell at 1st level. You can increase the level of the spell at the cost of 1 heat gauge point per additional spell level.
- Overcharge (Once per use of rage) - As a free action, increase your heat gauge by 1d4 points and gain an additional action this turn. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Heat Capacity System. Using abilities granted by your Assault Protocol will cause your heat gauge to increase, which can result in detrimental effects if overused. Your heat gauge capacity starts with two points at 3rd level, increasing by one point for every odd numbered barbarian level onward. When taking fire damage during Assault Protocol, make a constitution saving throw equal to 10 or half of the damage taken (whichever is higher), increasing your heat gauge by one point on a failed save. Your heat gauge automatically depletes when your rage ends.
If your heat points exceed your heat gauge's maximum capacity, your systems overheat and suffer critical consequences. Roll 1d6 on the table below to determine the effect:
| Dice Roll | Consequence | Effect |
|---|---|---|
| 5-6 | Emergency Stabilization |
|
| 2-4 | Molten Chassis |
|
| 1 | Reactor Meltdown |
|
Saving Throws. Some abilities used in Assault Protocol force creatures to make a saving throw, which is calculated as follows:
Save DC = 8 + your proficiency bonus + your Constitution modifier
Level 6: Emission Capacity Augmentation
At 6th level, your chassis evolves to regulate heat more efficiently, allowing you to expend more energy for your abilities.
- Once per short rest during Assault Protocol, you can use one of your abilities without heat cost. Additional heat cost for ability enhancements will still apply. You gain an additional use of this feature at 10th and 14th levels.
- Your other Assault Protocol abilities gain new upgrades to choose from, starting with one upgrade choice and gaining additional upgrade choices at 8th, 10th, 12th, and 14th levels. You can swap out your chosen upgrades during a long rest.
At 10th level, you gain access to a new Assault Protocol ability: Singularity Beam.
Singularity Beam. Once per short rest, use your action and maximize your heat gauge to fire a black, light-bending beam 5 ft. wide and 100 ft. long that forcefully collapses matter it comes into contact with, dealing 3d4 force damage per point of heat gained by this feature. Creatures within 15 feet on either side must pass a strength saving throw or be pulled 5 feet towards the beam. Creatures inside the beam make a Constitution saving throw, taking half damage on a success. If six or more heat points are gained by this feature, the beam affects creatures within 30 feet and pulls them 10 feet towards the beam on a failed strength save. Loose objects within the area effect of the beam are pulled towards it and destroyed if they are not magical.
Level 10: Psionic Disruption Anti-Malware
At 10th level, you've learned how to manipulate your own source magic output and develop some anti-malware of the magical nature. You gain resistance to psychic damage, and you can use constitution when making saving throws from effects that would cause you to become charmed or frightened.
Level 14: Maximum Heat Regulation Efficiency
At 14th level, your heat regulation capabilities have reached maximum efficiency, allowing you to redirect it in useful ways while you have accrued heat.
- Your melee attacks deal an additional point of fire damage for each point of heat accrued on your heat gauge.
- Emergency Heat Regulation. Once per long rest when your heat gauge exceeds it's maximum capacity, you can expend one rage charge and immediately vent 5 points of heat instead of rolling on the table. You gain an additional use of this feature at 20th level.
Level 6: Assault Protocol Ability Upgrades
These are the ability upgrade options available to you. You can swap out your chosen upgrades during a long rest.
Barrage+
After taking the attack action, use your bonus action and increase your heat gauge by two points to make two additional attacks or use Magic-Seeking Missiles at 2nd level.
Boost+
As a bonus action, increase your heat gauge by two points to gain a flying speed equal to your doubled walking speed.
Cycle Heat Ventilation+
If you are grappling a creature when taking the Cycle Heat Ventilation action, force that creature to make a Constitution saving throw, dealing1d8 fire damage per heat point removed or half that on a successful save.
Expulsion Barrier+
Use your reaction and increase your heat gauge by two points to gain a barrier that forces any attackers targeting you or creatures within 5 feet of you to roll 2d6 and subtract the higher number from their attack roll.
Magic-Seeking Missiles+
When casting Magic Missile, add your rage damage bonus to each missile instead of the default +1 (passive).
Overcharge+
Once per use of rage as a free action, increase your heat points by 2d4 and gain an additional action this turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/27/2025 1:41:18 AM
|
14
|
0
|
1.0
|
Coming Soon
|
|
|
2/27/2025 3:33:01 AM
|
19
|
0
|
--
|
Coming Soon
|
|
|
5/5/2025 9:19:58 PM
|
48
|
12
|
--
|
Coming Soon
|
|
|
5/5/2025 9:38:41 PM
|
49
|
0
|
--
|
Coming Soon
|
|
|
5/6/2025 1:19:19 AM
|
51
|
1
|
1.4
|
Coming Soon
|
Comments