Base Class: Fighter
Disassembly Units are fighters whose bodies have been rebuilt by the Cipher, an eldritch machine intelligence that turns constructs and living bodies into hunting weapons.
Some were failed experiments. Some were broken servants. Some died and woke up again with blades, wings, tails, repair systems, and machine instincts hidden inside them.
A Cipher Disassembly Unit does not simply carry weapons. Their body is the weapon.
Subclass Save DC
Some of your subclass features require a saving throw. The DC equals:
8 + your Proficiency Bonus + your Dexterity modifier
Constructed Body
When you choose this subclass at 3rd level, your body is rebuilt into a living machine. Your creature type becomes Construct instead of your normal creature type.
You can still regain hit points from spells, class features, potions, Hit Dice, and other healing effects unless an effect specifically says it cannot heal constructs.
You do not need to breathe or sleep but you still require fuel. Instead of normal food and drink, you must consume oil or flesh to sustain your body.
Level 3: Disassembly Frame
At 3rd level, the Cipher begins unfolding weapon systems through your body.
Arm Blades
Your hands and forearms can unfold into long bladed weapons.
They are melee weapons with the light and finesse properties.
They deal 1d8 slashing damage.
When you take the Attack action and attack with an arm blade, you can make one attack with your other arm blade as a bonus action. You can add your ability modifier to the damage of this bonus action attack.
You cannot hold objects or use tools normally with a hand while that arm blade is deployed.
Tail Stinger
You grow a retractable tail stinger.
It is a melee weapon with the finesse property and a reach of 10 feet.
It deals 1d8 piercing damage.
Nanite Sting
When you hit a creature with your tail stinger or arm blade, you can inject unstable nanites into the wound.
The target takes an extra 2d12 acid damage and must make a Constitution saving throw.
On a failed save, the target is infected with Nanite Corrosion for 1 minute.
While infected, the target takes 1d12 acid damage at the start of each of its turns.
At the end of each of its turns, the target repeats the Constitution saving throw. On a success, the effect ends. On the second failed save against this effect, and on each failed save after that, the target gains 1 level of exhaustion.
The effect ends early if Disassembly Drone saliva is applied to the wound, or if the target is cured by magic such as lesser restoration or another effect the DM decides can neutralize the nanites.
You can use Nanite Sting a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a long rest.
Bladed Wings
You gain a pair of retractable bladed wings.
While you are not wearing heavy armor and not using a shield, you can fly as fast as your walking speed.
Predator Optics
You gain darkvision out to 60 feet. If you already have darkvision, its range increases by 30 feet.
You also have advantage on Wisdom (Perception) checks that rely on sight or sound.
Level 7: Hunter Systems
Hunter Systems
At 7th level, your drone systems become faster, sharper, and more reactive.
Magical Integrated Weapons
Your arm blades and tail stinger count as magical for overcoming resistance and immunity to nonmagical attacks and damage.
Integrated Weapon Attunement
Your body can adapt magic weapons into your disassembly systems.
While you are attuned to a magic weapon, you can apply its magical properties to one integrated weapon you gained from this subclass.
The magic weapon and the integrated weapon must be compatible. A melee weapon can only be applied to a melee integrated weapon, and a ranged weapon can only be applied to a ranged integrated weapon. The DM decides if a weapon is compatible, but it should usually share at least one important weapon property, damage style, or combat role.
For example, a magic shortsword or scimitar could apply to your arm blades, and a magic whip, spear, or polearm could apply to your tail stinger.
If you later gain the integrated plasma laser or integrated machine gun from this subclass, a compatible magic ranged weapon can apply to one of those weapons.
This does not give you extra attacks or let you ignore the magic weapon’s normal limits unless the DM allows it. If the magic weapon has a property that only works because of its original shape, ammunition, or special form, the DM decides how that property works with your integrated weapon.
You can change which magic weapon is integrated when you finish a long rest.
Hunter Reflexes
You have advantage on Initiative rolls.
Jumpscare
When a creature you can see within 10 feet of you misses you with an attack, you can use your reaction to suddenly leap toward it with unnatural speed.
At 10th level, this range increases to 30 feet.
At 15th level, this range increases to a number of feet equal to your walking speed.
As you lunge toward the creature, your arm blade, bladed wing, or tail snaps out in a violent feint.
The target must make a Wisdom saving throw against your subclass save DC.
On a failed save, the target takes 2d8 psychic damage and is frightened of you until the end of its next turn.
On a successful save, the target takes half damage and is not frightened.
This movement does not provoke opportunity attacks.
You can use Jumpscare a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a short or long rest.
Level 10: Modular Arsenal
At 10th level, your weapon systems become stronger.
Improved Integrated Weapons
Your body weapons and drone systems become more dangerous.
Your arm blades and tail stinger now deal 1d10 damage instead of 1d8.
Your Nanite Sting becomes stronger. Its initial acid damage increases to 4d12 acid damage, and the ongoing acid damage from Nanite Corrosion increases to 2d12 acid damage.
Your Jumpscare becomes more intense. Its psychic damage increases to 3d8 psychic damage, and its range increases to 30 feet.
Integrated Weapon System
You gain a built-in ranged weapon system with two firing modes: Plasma Laser and Machine Gun.
You are proficient with both modes, and you use Dexterity for their attack and damage rolls. These weapons do not require ammunition.
Plasma Laser
You fire a concentrated beam of unstable energy.
The plasma laser has a normal range of 120 feet and a long range of 360 feet.
On a hit, it deals 3d8 force damage.
Machine Gun
You fire a rapid burst of physical projectiles.
The machine gun has a normal range of 100 feet and a long range of 300 feet.
On a hit, it deals 3d6 piercing damage.
When you take the Attack action and attack with your machine gun, you can make one additional machine gun attack as part of the same action.
You can use this additional attack once on each of your turns.
Bladed Wing Strike
Once on each of your turns, when you hit a creature with an arm blade or tail stinger as part of the Attack action, you can slash it with your bladed wings as part of the same attack.
The target takes an extra 1d10 slashing damage.
Level 15: Regenerative Core
Regenerative Core
At 15th level, your body produces a strange repair fluid through your saliva. It can seal damaged machinery, reconnect broken parts, and neutralize unstable nanites inside construct bodies.
For the purpose of this feature, your Disassembly Drone body counts as a construct.
Repair Saliva
As a bonus action, you can apply your saliva to yourself or to a construct within 5 feet of you.
The target regains 3d10 + your Fighter level hit points.
This healing only works on constructs. It has no healing effect on creatures that are not constructs.
If the target is affected by Nanite Corrosion, this feature ends that effect.
You can also end one of the following effects on the target:
poisoned, Nanite Corrosion, or one acid-based effect currently damaging the target
If the target is missing a limb or body part, you can regrow, reconnect, or reattach it by spending 1 minute applying your repair saliva to the damaged area.
You can use Repair Saliva a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a long rest.
Emergency Seal
When you are reduced to 0 hit points but not killed outright, you can use your reaction to expend one use of Repair Saliva.
Instead of falling unconscious, you drop to 1 hit point, then regain hit points from Repair Saliva as normal.
Once you use Emergency Seal, you cannot use it again until you finish a long rest.
Level 18: Absolute Disassembly Protocol
At 18th level, the Cipher can fully open your disassembly systems for a short time.
As a bonus action, you enter Absolute Disassembly Protocol for 1 minute.
Once you use this feature, you cannot use it again until you finish a long rest.
While this protocol is active, you gain the following benefits:
Overclocked Weapons
Your arm blades and tail stinger now deal 1d12 damage.
Your integrated plasma laser now deals 3d10 force damage.
Your integrated machine gun now deals 3d8 piercing damage.
Predator Speed
Your walking, climbing, and flying speeds increase by 30 feet.
You can hover while flying.
Absolute Strike
Once on each of your turns, when you hit a creature with an integrated weapon, you can deal an extra 2d8 acid or psychic damage.
Perfect Jumpscare
When you use Jumpscare during this protocol, its damage becomes 6d8 psychic damage instead of 3d8.
Absolute Nanite Sting
While Absolute Disassembly Protocol is active, your Nanite Sting becomes stronger.
The initial acid damage increases to 7d12 acid damage.
The ongoing acid damage from Nanite Corrosion increases to 3d12 acid damage.
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