Fighter
Base Class: Fighter

Because you body is made of a mixture of materials (metal, wood, etc.) the ability to adapt your body to the perfect fighting machine is possible through a mixture of magic, upgrades, and mechanics. You were made to fight, but each can be specialized to what their creator viewed as the right way to fight. 

Engine of War

When you choose this archetype at 3rd level, you gain the ability to add, change, upgrade, remove, and improve your body in a variety of ways. You can have more than on replacement for a single body part but you can only have two arms, two legs, a chest, head (you must functionally still be a humanoid shape to avoid a charisma loss due to having a monstrous and unnatural  form. Must anatomically work.)

Upgrades. You are able to alter yourself in three ways of your choice, which are detailed under “Upgrades” below. Many Upgrades enhance attacks, defense, or movement in some way. 

You add two additional upgrades of your choice at 5th, 7th, 9th, 11th, 13th, and 15th level. Each time you upgrade yourself, you can also replace upgrades you already have with a different one, but you can keep the old upgrade and switch back if you wish.

Iron Knuckles. You have hardened fists which deal a 1d4 of damage. These increase as you progress further in the class.

Saving Throws. Some of your upgrades will require you or your target to make a saving throw to resist the upgrades's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength, or as stated on the upgrade description.

A Personal Touch

At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.

First Tier Upgrades

The upgrades are presented in the order that I came up with them, so good luck.

Acid Sprayer

First Upgrade:

Acid Splash (10 shots, +1 Shots for each upgrade)

RANGE/AREA

60 ft

You launch a small glass vial of acid that splashes on a small area. The targets must be in adjacent squere to be effected by the acid. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

The damage increases by 1d6 when you reach 7th level (2d6), 12th level (3d6), and 18th level (4d6).

Second Upgrade:

Acid Sprayer (3 Shots. +1 Shots for each upgrade)

RANGE/AREA

15 ft CONE

You spray a thin stream of acid from your cannon in a fifteen-foot cone. Each creature in that area must make a Dexterity saving throw, taking 2d6 acid damage on a failed save, or half as much damage on a successful one.

The damage increases by 1d6 when you reach 12th level (3d6), and 18th level (4d6).

 

Fire Cannon

First Upgrade:

Fire Source

The end of your cannon glows red hot giving off equivalent in brightness to a torch, your barrel can be covered or hidden but not smothered or quenched.

Then you must chose between:

Fire Shot (10 shots, +1 Shots for each upgrade)

RANGE/AREA

90 ft

You super-heat a small piece of metal and fire a ranged attack against your target. On a hit, the target takes 1d8 fire damage. A flammable object hit by this ignites if it isn't being worn or carried.

The damage increases by 1d8 when you reach 7th level (2d8), 12th level (3d8), and 18th level (4d8).

OR

Flame Up-well (10 shots, +1 Shots for each upgrade)

RANGE/AREA

60 ft/5 ft Cube

You fire a small metal canister that upon impact with the ground causes a 5-foot cube with fire. Any creature in the fire’s space when you fire the shot must succeed on a Dexterity saving throw or take 1d8 fire damage. The fire ignites flammable objects in its area that aren’t being worn or carried. 

The damage increases by 1d8 when you reach 7th level (2d8), 12th level (3d8), and 18th level (4d8).

Second Upgrade:

Fire Blast (3 Shots. +1 Shots for each upgrade)

RANGE/AREA

45 ft

You a super-heat a metal rod and fire it at one creature in range. On a hit, the target takes 2d8, but it does not ignite flammable objects.

The damage increases by 1d8 when you reach 12th level (3d8), and 18th level (4d8).

Force Cannon

First Upgrade:

Force Blast

RANGE/AREA

120 ft

You fire a durable bean-bag at a target within range. On a hit, the target takes 1d8 force damage. When you hit a creature with a bean-bag you can push the creature up to 5 feet away from you in a straight line.

The damage increases by 1d8 when you reach 7th level (2d8), 12th level (3d8), and 18th level (4d8).

Second Upgrade:

Magic Missile Launcher (3 Shots. +1 Shots for each upgrade)

RANGE/AREA

120 ft

You fire three glowing darts of force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

On each Upgrade past 2nd, you can fire another 2 darts to a max of 10.

Grappling Claw

First Upgrade:

When you hit a target with a melee or ranged attack, you can choose to forgo standard damage to instead engage your grappling claws and dig into the surface, grab the item, or grapple the individual forcing them to make a DEX saving throw or take the damage, be grappled and restrained. This can be further improved on by using both arms, if both hit, the DEX save increases by 10.  

As a bonus action, you can activate the cable winch attached to the claw in your arm and draw yourself toward the surface by half your movement speed, draw the item or object toward you if it is less then your weight or toward it at half your movement speed if it weighs more than your weight or are not anchored down.

If a person is grappled by the Claw, they must succeed in an opposed grapple check(athletics or acrobatic) against the save or continue to be grappled and must succeed a STR saving throw or be drawn half your movement speed toward you if resisted or entire distance if unopposed.

Cable is 50ft from the end of the wrist to the claw.

Second Upgrade:

Cable length increase by 50 and DC increase by 7.

Ice Cannon

First Upgrade:

Produce Ice

You freeze a 5 ft square water, provided that there are no creatures in it. The water unfreezes in 1 hour.

Ice Beam  (10 shots, +1 Shots for each upgrade)

RANGE/AREA

60 ft

You fire a beam of concentrated cold energy toward a creature within range. Make a ranged attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

The damage increases by 1d8 when you reach 7th level (2d8), 12th level (3d8), and 18th level (4d8).

Second Upgrade:

Ice Sprayer (3 Shots. +1 Shots for each upgrade)

RANGE/AREA

15 ft Cone

You spray a mix of super-chilled chemicals that freeze on contact from you cannon in a fifteen-foot cone. Each creature in that area must make a Dexterity saving throw, taking 2d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

The damage increases by 1d6 when you reach 12th level (3d6), and 18th level (4d6).

Impact Driver

First Upgrade:

Heavy Punch

RANGE/AREA

Touch

You make an unarmed strike against a target you can reach. On impact the target takes 1d6 + STR modifer, and then must make a DC STR saving throw, taking 2d6+5 Force damage and being knocked back 10 ft and prone on a failed roll, on a success, the target takes half damage and are pushed back 5 ft but remain standing.You are also pushed back 5 ft

This can also be used to destroy or sunder items or structures. Damage is double against these such targets.

As a result of the release of energy, you are stunned for one round while your arm reloads.

  • A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.
  • The creature automatically fails STR and DEX Saving throws
  • Attacks rolls against the creature have advantage.

Second Upgrade:

Hammer Strike

RANGE/AREA

Touch

You make an unarmed strike against a target you can reach. On impact the target takes 1d10 + STR modifer, and then must make a DC STR saving throw, taking 2d10+10 Force damage and being knocked back 20 ft and prone on a failed roll, on a success, the target takes half damage and are pushed back 10 ft but remain standing. You are also pushed back 10 ft.

You are also pushed back 10 ft

This can also be used to destroy or sunder items or structures. Damage is Tripled against these such targets.

As a result of the release of energy, you are considered restrained for one round while your arm reloads.

  • A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
  • Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
  • The creature has disadvantage on DEX saving throws

Lightening Brand

First Upgrade:

Static Punch (10 Shots. +1 Shots for each upgrade)

RANGE/AREA

Self

You electrically charge your fist. You have advantage on the attack roll if the target is wearing armor made of metal but disadvantaged if they are wearing armor made of leather. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

The damage increases by 1d8 when you reach 7th level (2d8), 12th level (3d8), and 18th level (4d8).

Second Upgrade:

Lightening Chain (3 Shots. +1 Shots for each upgrade)

RANGE/AREA

30 ft

You release an arc of electricity at the target. On a hit, the target takes 2d10 lightning damage.

The damage increases by 1d10 when you reach 12th level (3d10), and 18th level (4d10).

OR

Lightening Shot (3 Shots. +1 Shots for each upgrade)

RANGE/AREA

90 ft

You launch an electrically charged rod  at a creature that you can see within range. You make a ranged attack against the target. If the attack hits, the creature takes 2d8 lightening damage.

The damage increases by 1d8 when you reach 12th level (3d8), and 18th level (4d8).

Magnetic Coupler Launcher

 

First Upgrade:

Two Plates (Literally you have two plates to use)

RANGE/AREA

30 ft/ 15 ft draw distance

You launch a magnetic plate at a target or surface which is attracted to a sister plate that can be launched as well. once active, they are drawn toward each other very strongly.

To resist being pulled toward the other plate, you must succeed a STR saving throw DC 15. Saves are resolved thus:

STR Save Totals - Results

  • 0-5 - Pulled flying thru the air directly toward the opposite plate regardless of what is between target and plate, walls stop progress but pins target to the surface.
  • 6-10 - Pulled toward the opposite plate 10 ft and if in the same square as the other plate, the two connect and pin the target to the surface.
  • 11-14 - Drawn toward opposite plate 5 ft, considered restrained
  • 15 - Target holds ground, speed halved but free to act
  • 16-20 - Resist Pull and movement unencumbered
  • 21+ - The plates release from target and break.

If the two plates are not within 15 ft of each other, there is no effect, but the plates remain attached to their targets. 

To remove the plate, the player who fired it must will it to release or succeed a STR check of 15 to remove it.

Second Upgrade:

Four Plates (Literally you have four plates to use)

RANGE/AREA 

40 ft/ 20 ft Draw distance

You launch a magnetic plate at a target or surface which is attracted to a sister plate that can be launched as well. once active, they are drawn toward each other very strongly.

To resist being pulled toward the other plate, you must succeed a STR saving throw DC 20. Saves are resolved thus:

STR Save Totals - Results

  • 0-5 - Pulled flying thru the air directly toward the opposite plate regardless of what is between target and plate, walls stop progress but pins target to the surface.
  • 6-10 - Pulled toward the opposite plate 10 ft and if in the same square as the other plate, the two connect and pin the target to the surface.
  • 11-15 - Pulled toward the opposite plate 10 ft, considered restrained, can only make one attack this turn.
  • 16-19 - Drawn toward opposite plate 5 ft, considered restrained
  • 20 - Target holds ground, speed halved but free to act
  • 21-25 - Resist Pull and movement unencumbered
  • 26+ - The plates release from target and break.

If the two plates are not within 15 ft of each other, there is no effect, but the plates remain attached to their targets. 

To remove the plate, the player who fired it must will it to release or succeed a STR check of 20 to remove it.

Now that you have four plates, they are all drawn to each other. They can be daisy-chained together or fired around and allow a target with a plate to wander in range of any of your plates.

Strider's Legs

First Upgrade:

Overstep (10 uses every short rest)

Your speed increases by 10 feet.

OR

Leaper (10 uses every short rest)

The creature's jump distance is tripled for the next 5 

OR

Long Fall Safety (10 uses every short rest)

 Your legs are build to absorb the impact from falls, but nothing is without limits.

Second Upgrade:

 Swift movement (5 uses every short rest)

As a bonus action on each of your turns until the spell ends, you can take the Dash action.

OR

Speed Strike (2 uses every short rest)

Your movement doesn’t provoke opportunity attacks while you use this ability.

You can have advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Utility/Armor/Vision

First Upgrade:

Reinforced Armor

You have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

OR

Magnetic Field

The target's base AC is boosted by two. This must be activated before the armor is added.

First Upgrades

Message

RANGE/AREA

120 ft

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Spare the Dying

RANGE/AREA

Touch

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

True Strike

RANGE/AREA

30 ft

You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

Night Vision

The ability to see in darkvision out to a range of 60 feet.

Color Spray

RANGE/AREA

15 ft/ Cone

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Comprehend Language

RANGE/AREA

Self

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

Cure Wounds

RANGE/AREA

Touch

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Disguise Self

RANGE/AREA

Self

You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Fog Cloud

RANGE/AREA

120 ft/ 20 ft Sphere

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Grease

RANGE/AREA

60 ft/ 10 ft square

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Identify

RANGE/AREA

Touch

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Sleep

RANGE/AREA

90 ft/ 20 ft Sphere

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren't affected by this spel

Reactive Field (3 uses per long rest)

Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Second Tier Upgrades

Better than the originals but to use these you have to have the originals. I.E. Upgrade Tier 1 Ice Cannon needed to Use Ice Cannon Tier 2.

Fire Cannon

Flame Thrower (1 Shot. +1 Shots for each upgrade)

RANGE/AREA

15 ft Cone

A thin sheet of flames shoots forth from your outstretched fire cannon. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

The damage increases by 1d6 when you reach 15th level (4d6), and 18th level (5d6).

OR

Flame Thrower (1 Shot. +1 Shots for each upgrade)

RANGE/AREA

30 ft Line from Self

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The damage increases by 1d6 when you reach 15th level (4d6), and 18th level (5d6).

Force Cannon

Object Manipulation

RANGE/AREA

60 ft

Choose one object weighing 10 to 50 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 5d8 bludgeoning damage.

Ice Cannon

Ice Explosive (1 Shot. +1 Shots for each upgrade)

RANGE/AREA

60 ft/ 5ft

You fire a shard of ice at one creature within range. Make a ranged attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

The damage increases by 1d10 and 1d6 when you reach 15th level (2d10 and 3d6), and 18th level (3d10 and 4d6).

Impact Driver

Third Upgrade:

Dynamite Punch

RANGE/AREA

Touch

You make an unarmed strike against a target you can reach. On impact the target takes 1d12 + STR modifer, and then must make a DC STR saving throw, taking 4d6+15 Force damage and being knocked back 30 ft and prone on a failed roll, on a success, the target takes half damage and are pushed back 15 ft but remain standing.You are also pushed back 15 ft

This can also be used to destroy or sunder items or structures. Damage is quadruple against these such targets.

As a result of the release of energy, you are unable you are unable to use your bonus action. But you are able to move.

Fourth Upgrade:

Impact Overdrive

RANGE/AREA

Touch

You make an unarmed strike against a target you can reach. On impact the target takes 3d8 + STR modifer, and then must make a DC STR saving throw, taking 4d10+10 Force damage and being knocked back 40 ft and prone on a failed roll, on a success, the target takes half damage and are pushed back 20 ft but remain standing. You are also pushed back 20 ft.

This can also be used to destroy or sunder items or structures. Damage is Quintupled  against these such targets.

Lightening Brand

Third Upgrade

Overcharge-shot (1 Shot. +1 Shots for each upgrade)

RANGE/AREA

90 ft

You launch a small device bursting with electrical energy. The target takes 3d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.
Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 1d8 lightning damage on a failed save, or half as much damage on a successful one.

The damage increases by 1d8 when you reach 15th level (4d8), and 18th level (5d8).

 OR

Lightning Bolt (1 Shot. +1 Shots for each upgrade)

RANGE/AREA

100 ft

You charge a bolt of lightning in a line 100 feet long and 5 feet wide blasting out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.

The damage increases by 1d8 when you reach 15th level (5d6), and 18th level (6d6).

Strider's Legs

Third Upgrade:

Wall Crawler (1 Hour)

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

OR

Water Walk (1 Hour)

This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

OR

Unhindered Speed (1 Hour)

 For the duration, the target's movement is unaffected by difficult terrain. Finally, being underwater imposes no penalties on the target's movement.

 

Third Tier Upgrades

Same as the second, but third tier

Fire Cannon

Fireball (1 Shot. +1 Shots for each upgrade)

RANGE/AREA

150ft/ 20ft Sphere

A bright streak flashes from the tip of your barrel to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

The damage increases by 1d8 when you reach 6th Upgrade (9d8)

OR

Fire Spiker (8 Shots. +4 Shots for each upgrade past sixth Upgrade.)

RANGE/AREA

120 ft

You fire your repeater firing four spikes at targets within range. You can fire them at one target or several. You can also choose to fire less.

Make a ranged attack for each spike. On a hit, the target takes 2d6 fire damage.

On the sixth upgrade you can fire one additional spike. And increase damage by 1d6 (3d6)

Force Cannon

Sixth Upgrade:

Atom Ripper

RANGE/AREA

60 ft

You fire a thin green ray from your out stretched cannon to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

A creature targeted by this must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.

This automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this disintegrates a 10-foot- cube portion of it. A magic item is unaffected by this.

Ice Cannon

Ice Wall (1 Shot)

RANGE/AREA

120 ft

You fire a beam of concentrated cold energy which creates a wall of solid ice within range. You can form it into a hemispherical dome or a sphere with a radius of up to 5 feet, or you can shape a flat surface made up of ten 5-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.

If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 5d6 cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 5-foot section, and it is vulnerable to fire damage. Reducing a 5-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

Impact Driver

Fifth Upgrade:

Mountain Hammer

RANGE/AREA

Touch

You make an unarmed strike against a target you can reach. On impact the target takes 2d10 + STR modifer, and then must make a DC STR saving throw, taking 3d12+25 Force damage and being knocked back 50 ft and prone on a failed roll, on a success, the target takes half damage and are pushed back 25 ft but remain standing.You are also pushed back 25 ft

This can also be used to destroy or sunder items or structures. Damage is sextupled against these such targets.

Sixth Upgrade:

The Sundered

RANGE/AREA

Touch

You make an unarmed strike against a target you can reach. On impact the target takes 3d6 + STR modifer, and then must make a DC STR saving throw, taking 6d10+30 Force damage and being knocked back 60 ft and prone on a failed roll, on a success, the target takes half damage and are pushed back 30 ft but remain standing. You are also pushed back 30 ft.

This can also be used to destroy or sunder items or structures. Damage is multiplied by 10 against these such targets.

Lightening Brand

 Fifth Upgrade:

Electrical Pulse Bomb

150 ft/ 20ft Sphere

You can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

 

Strider's Legs

Flight

"SIXITY-SIX TONS OF H.E. SPEWING DIVINE INTERVENTION"

You are the apex of the battlefield, you are faster, stronger, and have a better arsenal than whole armies. Few can hope to match you.

Upgrade armor, utility, eyes to there final from for the choices you made.

Upgrade the last of your weapons that need it. You can no longer carry all of them, you are down to you to 4 weapons they you wish to carry into battle.

Seventh Upgrade:

You activate the crystal in your heart to stimulate healing. You regains 4d8 + 15 hit points. You regains 1 hit point at the start of each of its turns (10 hit points each minute).

Fire Cannon

Sixth Upgrade:

Flame Siege

RANGE/AREA

40ft/ 10ft wide Line

A Horizontal column of intense fire roars across from your cannon arm. Each creature in a 10-foot-radius, 40-foot-long cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one.

Ice Cannon

Ice Bomb (1 Shot)

RANGE/AREA

300 ft/60 ft Sphere

A frigid globe of cold energy streaks from your ice cannon to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.

If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.

You can refrain from firing the globe after creating the shot, if you wish. A small globe about the size of a sling stone, cool to the touch, at the end of the cannon barrel. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.

Impact Driver

The Sundered

RANGE/AREA

Touch

You make an unarmed strike against a target you can reach. On impact the target takes 3d6 + STR modifer, and then must make a DC STR saving throw, taking 6d10+30 Force damage and being knocked back 60 ft and prone on a failed roll, on a success, the target takes half damage and are pushed back 30 ft but remain standing. You are also pushed back 30 ft.

This can also be used to destroy or sunder items or structures. Damage is multiplied by 10 against these such targets.

Lightening Brand

Seventh Upgrade:

Chain

RANGE/AREA

150 ft

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

Previous Versions

Name Date Modified Views Adds Version Actions
10/28/2019 5:46:28 AM
32
1
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Coming Soon

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