Fighter
Base Class: Fighter

The technoknight is formidable in mind and body

Techno-Combat

When you choose this archetype at 3rd level, you learn to build and don a mechanized suit of armor that aids you in combat using charges of stored energy.

Gadgets. You add three gadgets your choice, which are detailed under “Gadgets” below. Many gadgets enhance an attack in some way. You can use only one gadget per attack.

You add two additional gadgets of your choice at 7th, 10th, and 15th level. Each time you add new gadgets, you can also replace one gadget you have with a different one.

Energy Charges. You have {{scalevalue}} energy charges. You regain all of your expended energy dice when you finish a short or long rest.

You gain another energy charge at each level.

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

Gadget save DC = 8 + your proficiency bonus + your Strength or Intelligence modifier (your choice)

War Scientist

You gain proficiency with tinker's tools and firearms and you may add one firearm of your choice to your inventory

Gadgets

The Gadgets are presented in no particular order

Counter Engine

When an attack is made against you and misses, you may use your reaction to expend an energy charge to make an attack against the creature in response.

Electrify Armor

When you are hit with a melee weapon attack, you may use your reaction to electrify your Techno-Armor which delivers a shock whenever hit. The attacker takes 2d6 lightning damage and the next attack made against them before the end of your next turn has advantage.

Electrify Weapon

When you hit with a melee weapon attack on your turn, you can expend one energy charge to add 2d10 lightning to the damage roll.

Grapple-Claw

When you make an attack, you may expend one energy charge to attempt to grapple a creature witning range.

Hydraulic System

A hydraulic system that improves your strength.

Invisibility Drive

When you make an attack against a creature, you may expend one energy charge to become invisible.

Missile Barrage

When you hit with an attack, you may spend an energy charge and unleash a barrage of missiles. Each missile can target a different creature within range. 

Overload

When you hit with a weapon attack, you may expend one energy charge and overload your circuits damaging each creature in a 5ft radius. 

Propulsion Strike

When you hit a creature with a melee weapon attack, you can expend one energy charge to attempt to drive the target back. You add 1d8 to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Rocket boosters

As a bonus action you can expend an energy charge and activate your rocket boosters. You gain a flying speed of 40ft until the end of your next turn.

Shock-Grenade Launcher

When you make a melee attack, you may expend an energy charge to launch a shock-grenade.

Sonic Disruptor

You may expend one energy charge to release a sonic pulse that disrupts enemy combat. 

Techno-Shield

When an attack roll is made against you, you may use your reaction to expend an energy charge to activate your techno-shield and you add +5 to your AC until your next turn.

Teleportation Drive

You may expend on energy charge as a bonus action to teleport to space you can see within 30ft.

TL4000

When you hit with a ranged weapon attack, you can expend one energy charge to add 2d8 force damage to damage rolled with your TL4000.

Wound Replicator

When you hit with a weapon attack, you can expend one energy charge to deal 2d6 lightning damage to another creature within 5ft of the target.

T.O.D.D.

Starting at 7th level, You gain the assistance of a tiny orbiting defense droid (T.O.D.D.), to aid you in battle. As a bonus action you can activate T.O.D.D. and for the next 1 minute T.O.D.D. orbits your body and you gain the following bonuses

  • A +2 bonus to your AC 
  • A bonus to your damage which scales based on your level

Techno-Armor Upgrade

Starting at 10th level your knowledge of technological combat increases and you add one of six permanent augmentations to your Techno-Armor. These augmentations can increase your ability scores to more than 20. You get another upgrade at level 18

  • Boosters that gives you a flying speed of 40ft and a +2 to DEX
  • Respirator that allows you to breath anywhere and a +2 to CON
  • Optic Sensors that have 4 modes. Thermal sight, Darkvision, Xray, See invisibility. And +2 to WIS
  • Advanced Hydraulics that give you advantage on STR checks and a +2 STR
  • A.I. that allows you to command your suit when doffed and +2 to INT
  • Voice Modulator that gives advantage on intimidation an deception checks and a +2 CHA
A.I. Interface

This A.I. allows you to command your suit when not in it and gives +2 to INT. Basic commands can be 

  • Attack
  • Guard
  • Help
  • Dodge
  • Move
  • Use a gadget

Advanced Hydraulics

These Hydraulic upgrades give you advantage on all STR checks, and +2 STR

Boosters

These boosters give you the ability to hover and a flying speed of 40ft and +2 to your DEX

Optic Sensors

The optic sensors have 4 modes that allow you a variety of different visions you can switch between using a bonus action. And +2 WIS

  • Nightvision
  • See Invisibility
  • X-Ray Vision
  • Thermal Vision

Respirator

The respirator gives you the ability to breath anywhere and +2 CON

Voice Modulator

The voice modulator can mask your voice to sound like anyone, translates your voice into any language, gives advantage on deception and intimidation checks, and +2 CHA

Anti-Magic Field

At 15th level Your Techno-Armor starts to emit an anti-magic field which disrupts magic within a small range centered on you.

Techno-Armor Upgrade

On level 18 you choose one additional Techno-Armor upgrade

Previous Versions

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