Fighter
Base Class: Fighter

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Kinetic Armaments

Your psychokinetic abilities have grown powerful enough to move large objects, turning them into projectiles capable of massive destructive capabilities. At 3rd level, you gain the use of your Kinetic Armaments. Your Kinetic Armaments have a 1d12 hit die and use your Intelligence for to-hit rolls and damage numbers. They are a ranged weapon with a short range of 30 ft. and a long range of 90 ft. Hostile creatures within 5 ft. of a target hit by your Kinetic Armaments take damage equivalent to your Intelligence modifier.

Flinger Augmentations

When you choose this archetype at 3rd level, you learn augmentations that are fueled by special dice called energy dice.

Augmentations. You learn three augmentations of your choice, which are detailed under “Augmentations” below. Many augmentations enhance an attack in some way. You can use only one augmentation per attack.

You learn two additional augmentations of your choice at 5th level, two more at 7th, and then one at 10th and 15th level. Each time you level up, you can also replace one augmentation you know with a different one.

Energy Dice. You have four energy dice, which are d6s. An energy die is expended when you use it. You regain all of your expended energy dice when you finish a short or long rest.

You gain another energy die at 7th level and one more at 15th level.

Saving Throws. Some of your augmentations require your target to make a saving throw to resist the augmentation’s effects. The saving throw DC is calculated as follows:

Augmentation save DC = 8 + your proficiency bonus + your Intelligence modifier

Augmentations

The maneuvers are presented in alphabetical order.

Annihilation

As a bonus action, you may roll one energy die. For a number of turns equal to the number rolled, attacks with your Kinetic Armaments gain a damage bonus equivalent to your Fighter level.

Assimilate

After hitting a creature with a weapon attack, you can use a bonus action and expend one energy die to grant yourself temp HP equal to the energy die roll + the damage dealt by the triggering attack.

Bombard

Expend up to three energy die. The next time you take the attack action with your Kinetic Armaments, you make a number of extra attacks equivalent to the number of dice expended.

Cognition

Roll one energy die. For the next hour, you gain a bonus to Perception, Insight, and Investigation checks equal to the number rolled on the die. You also gain that bonus for Intelligence saving throws.

Compaction

As an action, expend two energy dice and choose one creature or object within 120 ft. of you. The target must make a WIS saving throw or take 6d10 Force damage. If Compaction reduces the target to 0 HP, they are crushed up to two sizes smaller, to a minimum of Tiny size. Constructs make this save with disadvantage.

A creature who succeeds on their WIS saving through instead takes half damage, and isn't crushed if dropped to 0 HP.

Deconstruct

Expend one energy die. For the next hour, all attacks against objects deal triple damage against those objects.

Enhance

Starting at 5th level, you can expend three energy dice to give your Kinetic Armaments a permanent boost to hit rolls and damage. At 5th level, this increase amounts to +1 for both. This will automatically increase to +2 at 10th level, and to +3 at 15th level. Once this augmentation has been applied to your Kinetic Armaments, it cannot be applied again.

Forcehand

You learn the Bigby's Hand spell and can cast it once per Long Rest. By expending one energy die, you can make the hand invisible.

Guidance

As a bonus action, you may roll one energy die. Add the number rolled to the attack roll and damage of your next weapon attack.

Hover

As an action, you can expend two energy dice to gain a 30 ft. flying (hover) speed. This flying speed lasts for up to an hour and does not require concentration to uphold.

Inhibit

As a bonus action, you can roll one energy die. The next time you hit with an attack roll, add the number rolled to the attack's total damage, and the target must make a CON saving throw. On a failure, their speed is reduced to 0 until the end of their next turn.

Levitate

As an action, you expend one energy die. Choose a number of objects or creatures within 300 ft. of you equal to your Intelligence modifier. As a free action, any affected objects or creatures can be moved up to 30 ft. in any direction that allows freedom of movement.

Any unwilling creatures must make a WIS saving throw, and on success, aren't affected. A creature that fails its saving throw can reattempt it at the start of each of its consecutive turns.

Protect

As a reaction, when you or another creature within 30 ft. of you is hit with an attack, roll one energy die and add the number rolled to the target's Armor Class. This bonus to AC lasts until the start of the recipient's next turn.

Shunt

As a bonus action, when you hit with a weapon attack, you can expend one energy die to add to the damage roll, and the target must make a STR saving throw. On failure, you push the target up to 20 ft. away from you.

Sunder

As an action, expend two energy dice and choose one creature or object within 120 ft. of you. The target must make a WIS saving throw or take 6d10 Force damage. If Sunder reduces the target to 0 HP, they are split into two relatively equal pieces. Constructs make this save with disadvantage.

A creature who succeeds on their WIS saving through instead takes half damage, and isn't crushed if dropped to 0 HP.

Tactical Equipment

Starting at 7th level, you gain the ability to imbue protective energy into objects and use them to protect your friends. As an action, you can choose a number of friendly creatures within 300 ft. of you equivalent to your proficiency bonus. For each creature chosen, you can deploy one piece of Tactical Equipment within 5 ft. of them. Each piece of Tactical Equipment is a Medium inanimate object with 13 + your INT modifier AC and 30 HP. Any hostile creatures within 20 ft. of your Tactical Equipment take additional damage from attack rolls equal to your Intelligence modifier. This does not stack with the presence of multiple pieces of Tactical Equipment. You can use this ability once per short rest.

Improved Augmentations

At 7th level, your energy dice turn into d8s. At 15th level, they turn into d10s.

Enhanced Armaments

At 10th level, your mental powers have enhanced your striking power. Attacks you make with weapons, including your Kinetic Armaments, can deal your choice of Force damage or their base damage type. Attacks with your Kinetic Armaments count as magical for the purpose of overcoming resistances.

Improved Augmentations

At 15th level, they turn into d10s.

Annihilation Specialist

Your psychokinetic powers bring unprecedented destruction wherever they are used, regardless of the target. Starting at 18th level, whenever a creature or object is brought to 100 HP or less by one attack of your Kinetic Armaments, they must succeed on a CON save equivalent to the damage dealt by that attack, to a maximum of DC 30. On a failure, the target is reduced to zero HP. If their HP maximum is less than 100, then the target is instantly destroyed.

Whenever you hit an object or structure with your Kinetic Armaments, it is automatically a critical hit.

Previous Versions

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