Base Class: Barbarian
You are an Armored Vessel: a mechanical creation of war designed to win losing battles. 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 system within is capable of utilizing its construct's maximum potential.
Level 3: 3rd Level: 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 expend one heat point to make one additional attack.
- Boost - As a bonus action, spend one heat point and double your walking speed for the rest of your turn.
- Cycle Heat Ventilation - (Once per rage) You can spend your action and bonus action to vent your systems and replenish 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 spend one heat 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.
At level three you start with three heat points. You gain two additional points per subclass level feature.
Level 6: 6th Level: Emission Capacity Augmentation
At 6th level, your chassis evolves to better help with heat regulation and new ways of dealing damage.
- You gain resistance to fire damage.
At 6th level, you gain access to a new Assault Protocol ability: Infernal Flame.
Infernal Flame. Costing one heat point, you let out a volley of flames. Any creature within a 20ft cone must make a dexterity saving throw or take (8) 2d8 fire damage and half as much on a successful save. This ability blinds everyone in the area for two turns starting at the top of initiative.
Level 10: 10th Level: Particle Beam
At 10th level, your metal frame begins to adapt to certain situations.
At 10th level, you gain access to a new Assault Protocol ability: Particle Beam
Particle Beam: Once every long rest and costing one heat point, Sentinel opens his core at lets out a power beam of energy. This beam is 5ft wide and 100ft long. This beam deals 6d10 fire damage and cannot miss. However, whilst firing this laser you drop your dex bonus to your ac.
Level 14: 14th Level: 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.
- Emergency Heat Regulation. Once per long rest, you can restore all heat points without having to vent your systems. You can also use another assault protocol ability without expending a heat point.
- With each heat points accumulated, you deal and additional 1d4 fire damage with your main attack.
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