Fighter
Base Class: Fighter

Where other warriors master the blade or the battlefield, Judges master precision, discipline, and the machinery of enforcement.
In the chaos of the frontier or the corruption of the cities, they are the final word of order — part gunslinger, part executioner, part machine.

Prototype Prosthetic

At 3rd level, you replace or augment a limb with a mechanical prosthetic of your own design. Choose one configuration below. You can reconfigure it during a long rest with one hour of work and tinker's tools.

Each prosthetic counts as mechanical (not magical) and uses your Intelligence modifier for any saving throw DCs or effects it creates.

Ammunition Locker Arm

Your prosthetic contains internal ammunition chambers and a rapid-feed mechanism.

• Holds two spare revolver cylinders (six rounds each) and ten rifle rounds.
• As a bonus action, you can reload a firearm without using your free hand.
• You can swap a full revolver cylinder (6 shots) or load up to 5 rifle rounds as part of that bonus action.

Upgrades:
• Level 7 — Capacity increases to 3 revolver cylinders / 15 rifle rounds. You can reload one firearm as part of an Attack once per turn.
• Level 10 — Capacity increases to 4 revolver cylinders / 20 rifle rounds. Once per short or long rest, you can reload instantly as part of an attack (no action required).
• Level 15 — Capacity increases to 6 revolver cylinders / 30 rifle rounds. When you roll initiative with an empty firearm, it automatically reloads. You have advantage on checks or saves to resist being disarmed.

Blade Arm

A retractable melee weapon integrated into your prosthetic.
It counts as a finesse melee weapon that deals 1d8 slashing damage. You can extend or retract it as part of the Attack action.

Upgrades:
• Level 7 — Precision Cut: Add your Intelligence modifier to one blade attack’s damage per turn.
• Level 10 — Charged or Coated Edge: Base damage increases to 1d10.
You can activate one of two internal systems as a bonus action:
– Electro-Charge Mode: Electrifies the blade, dealing +1d6 lightning damage until the start of your next turn.
– Toxin Dispenser Mode: Coats the blade in chemical toxin, dealing +1d6 poison damage until the start of your next turn.
Uses = Intelligence modifier (minimum 1), regained on a long rest.
• Level 15 — Reactive Strike: When a creature within 5 ft hits you with a melee attack, you can use your reaction to counterattack.
– Stab: One melee attack; on hit, deals 1d10 lightning or poison damage.
– Twin Slash: Two quick cuts; each deals 2d6 lightning or poison damage, made with disadvantage.
Uses = proficiency bonus, regained on a long rest.

Grapple Arm

Your prosthetic houses a retractable cable and reinforced hook.

• As a bonus action, you can launch the grapple at a surface or creature within 15 feet.
– Surface: Pull yourself up to 15 ft toward it (does not provoke opportunity attacks).
– Creature: Make a melee weapon attack (Strength or Dexterity). On a hit, the creature is grappled (escape DC = 8 + your proficiency bonus + your Strength or Dexterity modifier).
• You can’t use this prosthetic again until the grapple ends or you retract it (bonus action).

Upgrades:
• Level 7 — Range increases to 20 ft and you can grapple Large creatures.
• Level 10 — Range increases to 30 ft; you can pull yourself or a grappled target up to 15 ft closer.
• Level 15 — Range increases to 60 ft; you can pull a target 30 ft closer and can use the grapple as a reaction to stop a creature from leaving your area (movement = 0 until end of turn).

Overclock

You can overcharge your prosthetic systems for 1 minute:

• Gain advantage on attacks made with firearms and prosthetic weapons.
• Each hit deals +1d8 fire or lightning damage (your choice).
• At the start of each of your turns, take 1d6 fire or lightning damage (your choice) as your systems strain.

The effect ends early if you fall unconscious.

Quickdraw & Countermeasure

You can draw or stow a weapon as part of any attack you make.

When a creature within 30 ft makes a ranged attack against you, you can use your reaction to either:
• Impose disadvantage on that attack roll, or
• Fire a return shot with a loaded firearm (expending 1 round of ammunition).

Iron Resolve

Your body and willpower are reinforced by steel, discipline, and raw endurance.

When you would be reduced to 0 hit points but not killed outright, you instead remain standing and regain 10 hit points.

If the damage would have instantly killed you (exceeding your hit point maximum), you instead drop to 1 hit point and immediately fall unconscious.

Once you use this feature, you can’t use it again until you finish a long rest.

Final Verdict

When you activate Overclock, you enter a state known as Judgment Mode for 1 minute:

• You gain resistance to all damage.
• Your weapon attacks deal +2d10 force damage.
• When you reduce a creature to 0 hit points, you regain 10 hit points.

When Judgment Mode ends, you gain 2 levels of exhaustion.

The Judge Image

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