Base Class: Gunslinger
Nanite Responders do not carry vials or herbs. Instead, they awaken tiny motes of arcane life within their bloodstream the remnants of their pact with the Bound Circuit and release them into others through tools like syringes made from aetherglass, breath-scribed tattoos, or finger-prick rituals.
Some believe these motes have a mind of their own and choose who they save.
Others whisper that too much exposure to the motes can change a person’s soul making them “half-bound” forevermore.
Level 3: Surge Pulse [Manuever]
At 3rd level, You gain access to your signature combat stimulant delivery system. As a bonus action consume a risk dice to trigger a Surge Pulse from your injector, affecting you and a number of creatures up to your Intelligence modifier within 30 feet.
Affected creatures gain the following bonus for the next 4 turns, all bonus excluding the regained hit points going away at the end of your 4th turn
- Regain hit points equal to 1d6 + your Intelligence modifier, any over heal is converted to temporary HP
- Advantage on Strength and Dexterity saving throws
- Ignore the effects of being frightened or stunned during that time
- Ranged attacks do not suffer disadvantage due to prone, long range, or being adjacent to enemies
Level 3: Injector Upgrade
Additionally at 3rd level, You gain proficiency with Medicine and one set of artisan’s tools. Whenever you stabilize a creature with a Medicine check or item (ex//healing kit), they regain 1 hit point instead of staying at 0.
Level 6: Combat Revitalization
Starting at 6th level, When you use your Surge Pulse, affected creatures now gain:
- +10 feet movement speed
- Regained Hit Points increased to 2d6 + Int mod
- The ability to stand up from prone without using movement
Additionally, if a creature is unconscious but not dead, you can choose to revive them at 1 HP instead of giving them any additionally hit points.
Level 10: Synaptic Control
At 10th level, Your enhanced nanites can now counteract internal destabilization. You may now use Surge Pulse as a reaction when:
- An ally within 30 feet is forced to make a saving a throw
- You or an ally takes damage that would reduce them to 0 HP
Level 14: System Override
Lastly at 14th level, When you trigger Surge Pulse, you may expend an additional risk die to unleash a High Surge All affected creatures gain:
- Resistance to bludgeoning, piercing, and slashing damage until the start of your next turn
- Regain 3d6 hit points instead of 2d6
- Immunity to being knocked prone, restrained, or paralyzed during the duration
- Ignore firearm misfire results until your next turn
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