Fighter
Base Class: Fighter

In the mixed race world, the small races often found themselves outclassed in war by the larger more physical types. That is until one clever gnomish inventor discovered a way to create a large mechanical suit of armour that he could wear and operate in battle. He was quickly commissioned by the gnomish high council to create a specialized guild dedicated to this style of fighting, and the Guild of Mech Warrior was founded. 

While still dominated by gnomish members, they have recently expanded their membership to include members from all the small races and have prove themselves a highly effective fighting force in war. In times of peace, members often sell their skills as mercenaries or follow their own path as adventurers or monster hunters, some even demonstrate their abilities in gladiatorial rings.

Mech warriors must be smart and skillful with tools to maintain their suits but rely less upon their physical abilities than other fighters.
**This subclass is typically restricted to Small races**

Mechanical Suit

At 3rd level you gain proficiency in Tinker's Tools and can use them to create a mechanical suit of armour that you can operate and fight in from inside. While wearing your mech suit you gain the following benefits/properties:

  • You count as a Medium sized creature.
  • You have a movement speed of 30ft.
  • You have a bonus to melee attacks and damage rolls equal to your intelligence modifier
  • You have a base AC of 16+proficiency bonus, but cannot wear armour
  • You have disadvantage on Stealth checks

Creating your Mech requires 8 hours of work and costs 500g worth of materials.

If you suffer a critical hit or are reduced to zero hit points your mech suit becomes damaged. While your suit is damaged you can only take an action to leave your mech-suit or spend your action attempting to repair it. To repair your mech-suit you must succeed on a Tinkering check (DC 13) using your Intelligence modifier. If you fail this check three times in a row your mech-suit is destroyed and you must construct a new one. Alternatively you can repair your mech-suit during any short or long rest.

Customization

When you choose this class at 3rd level, you can choose one customization to add to your mechanical suit. You can add an additional customization at 7th, 10th, 15th and 18th level, whenever you gain a level of this class you may swap one customization for another.

Air Tight Seal

You ensure an air tight seal around your mech-suit and a tank of constantly replenishing filtered air to your mech-suit. You are immune to poison damage from aerosols and gases, and you can hold your breath underwater for 1 hour.

Booster

You add boosters to your mechanical suit that enable you to jump incredible distances. You can use a bonus action to jump 20ft vertically or 30ft horizontally. You can use this feature a number of times equal to your intelligence modifier. You regain all uses when you finish a long rest.

Expandable

You design your mechanical suit to be able to expand into a larger form. You can use an action to increase or decrease your size category by 1. You cannot shrink to a size smaller than that defined by your race and you cannot grow to be larger than a Large creature using this feature.

Flame Cannon

You build an oil-based flame cannon onto your mechanical suit. You can spend an action an attack with your flame cannon, dealing 3d6 fire damage in a 30ft line, each creature in the affected area must make a Dexterity saving throw (DC = 8+Int+prof) taking 1/2 damage on success. Once you use the cannon you cannot use it again until you spend a short rest refuelling it.

Harpoon

You use your action to attack with your harpoon, using your intelligence for attack and damage rolls. You harpoon deals 2d12 piercing damage. A creature stuck by the harpoon is unable to move away from you and must succeed on a Strength saving throw (DC = 8+Int+prof) or be pulled 10 ft toward you. If the creature cuts the rope it frees itself from the harpoon and your harpoon cannot be used again until you finish a long rest.

Heat Resistance Plating

You add heat resistant plating to your mech granting you resistance to fire damage.

Large Fists

You design your mechanical suit to fight with its bare fists. Your unarmed strike damage increase to a 1d6. When you take the Attack action on your turn, you can make an unarmed strike as a bonus action.

Running Legs

You design the legs of your mechanical suit for speed, increasing its walking speed to 40ft.

Scary Appearance

You decorate your mechanical suit to be as scary as possible. You gain advantage on Intimidation checks. In addition, you can use a bonus action to release steam and noise from your suit to terrify nearby creatures. Creatures of your choice within 30ft of you must succeed on a Wisdom saving throw (DC = 8+Int+prof) or be frightened of you for 1 minute. Creatures can repeat the saving throw at the end of each of their turns. Once you use this feature you cannot do so again until you have finished a short rest.

Strong Arms

You focus on increasing the strength of your mechanical suit's arms. You gain a bonus to Strength checks equal to your Intelligence modifier. In addition, you can use your reaction to gain advantage on strength checks until the end of your next turn.

Thermal Insulation

You add a layer of thermal insulation to your mech-suit to protect you from the cold. You are immune to the effects of cold weather and are resistance to cold damage.

Third Arm

You build a third arm onto your mechanical suit. This arm can make unarmed strikes or wield a one-handed weapon. To attack with your third arm you must spend your reaction either on your turn or in response to a creature entering the arm's melee range and all attacks with it are made at disadvantage.

Quick Fix

At 7th level you have improved your mechanical skills so you can repair your mechanical suit as a bonus action.

Elemental Rays

When you reach 10th level, your mechanical suit gains the ability to shoot magical energy from its eyes. You learn fire bolt and ray of frost, Intelligence is your spellcasting ability for these spells. 

Advanced Alloys

At 15th level, you learn to construct your mechanical suit from complex metal alloys. You can spend an addition 500g when constructing your mechanical suit to gain the following benefits:

  • Resistance to piercing damage and acid damage
  • Immunity to critical hits

Multifunction

At 18th level, your mechanical suit can use multiple abilities at once. If you use your action to use your elemental rays or one of your customization abilities, you can make a weapon attack or use a different elemental ray as a bonus action.

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