Fighter
Base Class: Fighter

Lords of Battle for the Modern Age

The methods of old still exist, aye. They are the foundation of combat.

But times change. Weapons improve, methods enhance, and science progresses the art of warfare. Thus, experts in combat must rise to the occasion. The highest form of this is in modern Infantry, specialized in modern tactics and weaponry, and fitted with powered armor to enhance their strength, speed, agility, and tactical effectiveness. As they improve in quality, so too do their means of dispatching foes with extreme prejudice.

New Equipment

Tactical weapons are identical to the Martial Weapons in the Player's Handbook and Basic Rules but made of materials that make them nigh-impossible to break, corrode, bend, or otherwise deform. They are incredibly sturdy but do not have any properties outside of those.

Explosives and Tactical Aids come into play, changing the landscape of the battlefield extensively. Breaching Charges are also introduced, and when placed on a door or wall can be activated remotely with an Action. Once active, the charge has a delay of one turn, just enough time for those about to enter to get into position, if not already. Once the charge's turn comes around, it blows the door off of its hinges or busts a neat, man-sized hole through a wall made of brick or wood. This does not work on a thickness of more than six inches. It is a noisy way to defeat locks, but those on the other side take 3d6 Bludgeoning Damage and 3d6 Fire Damage if within fifteen feet of the entrance that was just made, and are forced to make a DC 15 Strength save or be knocked prone.

Scopes come in three varieties. The Holographic Sight improves close-range accuracy, and when equipped on a ranged weapon, removes the disadvantage of attacks within thirty feet. Half-Power Scopes increase the maximum range of any weapon it is equipped on by 50%, and Double Power Scopes effectively double it. While looking through one of the two latter scopes costs your Move action and drops speed to 0, any Attack actions immediately following have the range bonus applied.

Basic Combat Training

Starting at 3rd level, you gain proficiency with all firearms, ballistic armors, and tactical aids such as Flash Bangs, Grenades, and Breaching Charges. You are also proficient in any martial weapon marked as Tactical; those weapons made of materials that are more resistant to corrosion, rust, and deformation.

In addition, you begin to steadily improve on the accuracy and lethality of your ranged weapons. Upon gaining a new feature, firearms gain +1 to attack and damage rolls, up to a maximum of +4.

You may also choose one of the following:

Extra Language

Select one new language as part of your Basic Training. You now speak, read, and write said language.

Extra Skill

Choose one new skill from the Fighter list that you have not selected already. You are now proficient in that skill.

Vehicle Training

Choose one set of vehicles, air, land, or water. You may now add your proficiency bonus to any checks made with your selected mode of transportation.

Bum Rush

Starting at 3rd level, you can use your Dash action to smash into a single target like a bulldozer from the Nine Hells. If there is a straight, unobstructed line of at least ten feet between you and your unfortunate victim, roll an attack at advantage. Success deals 1d8+STR bludgeoning damage. Every new feature, the damage increases by 1d8, up to a maximum of 5d8 at 18th level. Should the target be a distance of at least 15 feet from you, a saving throw of 8+Proficiency+STR must be made or said target is knocked prone. Damage is halved on success, and the target remains standing.

Grenadier

Starting at 7th level, you can permanently (unless otherwise stated) attach a grenade launcher to the bottom rail of one assault rifle in your possession, extending the range of certain tactical aids to what was once impossible. Targets within twenty feet of the impact area are forced to make a save of 8+Proficiency+DEX Modifier or suffer the listed effects.

40mm Fragmentation Grenade/Explosive Arrow

Targets must make a DEX save or suffer 5d8 Piercing Damage, halved upon success.

Flash Bang

Targets must make a CON save or be blinded and deafened, negated upon success. At the beginning of every turn, affected targets may make another save to shake off the effects. If the target is any variant of the undead, they also take 5d8 Radiant Damage, halved on a successful save.

EMP Grenade

Electronics within a 20 ft. radius cease to function, and targets must make a DEX save or suffer 5d8 Lightning damage, halved upon success. Constructs, Drones, and creatures wearing Power Armor make this save at Disadvantage.

Additional Fighting Style

New Fighting Style options are available at 7th level as part of further training.

Akimbo

When you make an attack with a ranged weapon that lacks the two-handed property, you may make an attack with your off-handed weapon towards the same target as a bonus action, including another light, one-handed ranged weapon. In addition, add your Dexterity modifier to off-hand damage rolls.

Assault

You may ignore the loading property on all ranged weapons other than slings. Ranged weapons have a +1 bonus to attack and damage rolls.

Silenced

You can spend an hour outside of combat to silence a ranged weapon. When you make an attack from stealth with that weapon and you miss, you remain hidden.

Sniper

When firing a weapon out to its maximum possible range, you score a critical hit on an 18, 19, or 20 on a d20 roll.

Power Armor Training

At 10th level, you receive training in experimental, powered exoskeletons that improve mobility, tactical options, and visibility. The two variants share similar traits: an Armor Class of 19, improved movement speed (+10 ft), have no Strength requirement and are equipped with retractable helmets that grant the wearer Darkvision at 60 ft. While the variant cannot be swapped once chosen, at 15th level you know enough about your chosen armor to further enhance its capabilities via modifications.

Assaulter Power Armor

This variant grants an Infantry Fighter the following features, at the cost of disadvantaged Stealth rolls:

Improved Unarmed Combat - Unarmed Strike damage increases to 1d8 when using one hand and 1d10 without any weapons or shields. Grapple damage improves to 1d6.

Motorized Servo Joints - Athletics checks are rolled at Advantage.

Heavy Weapons Frame - The heavy property of any firearm or melee weapon is ignored while wearing this armor.

At 15th level, the following modifications are available:

Equipment Launcher - The Grenade Launcher is now shoulder-mounted, and thus is usable on a bonus action.

Breach Through - The armor can now build enough momentum to bust through walls made of wood or brick, dealing double damage to said materials.

Infiltrator Power Armor

This variant provides the Infantry Fighter with the following features:

Slim Profile - This armor can be worn underneath clothing. Without the helmet, it appears as if one is harmless...

Hidden Sidearm - Attached to the right forearm is a retractable six-inch blade, deployable as a bonus action. It acts as a 1d6 short sword.

Reflex Compensation - Acrobatics and Stealth checks are rolled at Advantage.

At 15th level, the following modifications are available:

Optical Camouflage - Acting as the Invisibility spell, this provides effective concealment from visible detection three times a day... as long as no sudden moves are made.

Grapnel Launcher - Mounted on the left forearm is a grapple gun with a range of 120 ft. This allows access to otherwise inaccessible locations, such as high windows and rooftops.

Juggernaut

At 15th level, as long as you are wearing an active suit of Power Armor, you have resistance to nonmagical bludgeoning, slashing, and piercing damage, becoming a mobile tank.

Overdrive

At 18th level, you have mastered the systems of your Power Armor to the extent that you can override its innate safeties for a short time. Depending on the model, different effects are active for one minute, requiring a Long Rest before said overrides are available again.

Assault Overdrive

The systems in your personalized Assaulter Power Armor can be made to prioritize survival and combat efficiency with the Equipment Launcher, doing an additional 2d8 of the grenade's specific damage type and providing Temporary HP equal to twice your level.

Infiltration Overdrive

Upon activating this variant of Overdrive, the Infiltrator Power Armor enables specific subsystems that enhance your ability to enter or exit an area undetected. For one minute, you are able to use the Optical Camouflage as if it were Greater Invisibility. Sound Dampening also activates, acting as Boots of Elvenkind and making disadvantaged Stealth rolls unavailable for a short time.

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