Base Class: Fighter
Übermacht agents are martial fighters that use arcane mutations and implements to get an edge in battle, they are the best of the best in the Golden Guard, they are handpicked by the chairman of the Illuminated then experimented on and enhanced by arcane infusions around there body, arcane runes and symbols are carved in there flesh with a luminous silver material.
Arcane Mutant
You gain proficiency in the Arcana skill, choose one of the following body parts your mutation enhances:
Arms: you gain proficiency in Athletics.
Legs: you gain proficiency in Acrobatics.
Eyes: you gain proficiency in perception.
If you already have proficiency you gain expertise.
Arcane Power
At 3rd level you gain Arcane Charge, you have 5 Arcane charges, you regain your Arcane Charge on a short/long rest, you gain 2 extra Arcane charge on level 6, 10, 15, 18, at 3rd level you gain 3 powers.
-Evervigilant. As a bonus action you can use 1 Arcane Charge enter a vigilant state adding your proficiency bonus to your AC until the start of your next turn.
-Accelerate. As a bonus action you can use 2 Arcane Charge to cause your heart to beat faster, for a number of rounds equal your proficiency bonus your speed is doubled, you have advantage on your attack rolls and other creatures have disadvantage on opportunity attacks against you.
-Arcane Strike. When you attack a creature before you roll you can choose to empower your strike, you expend 1 Arcane Charge, on a hit the target takes an extra 1d10 Force damage, on a miss if the target is large or smaller it is pushed 5ft away from you.
Arcane Vault
At 7th level you gain access to a planer weapon vault. as an action you can call upon any type of simple or martial weapon, you can have only one weapon at time, the weapons are mundane, you can dismiss the weapon as an action returning it to the vault.
Additional Arcane Power
At 7th level you gain 2 Additional Arcane Powers:
-Unyielding. As a reaction you can expend 3 Arcane Charges to give yourself advantage on a saving throw against an effect, after you have used this once on an effect if you encounter the same affect after a long rest, you can use this ability to end that effect on yourself immediately.
-Obscures. As an action you can expend 3 Arcane Charges to cause yourself to be invisible to one creature of your choice, this effect lasts until you attack this creature.
Arcane Empowerment
At 10th level your arcane mutation empowers any weapon you hold, any mundane weapon you use is a +1 magical weapon.
Additional Arcane Powers
At 10th level you gain 2 Additional Arcane Powers:
-Siphon. When a spell is cast within a 10ft radius of you, as a reaction you can expend Arcane Charges equal to the spells level as you consume the magical power causing it to have no effect, when you use this ability you are overcharged with arcane force for the next minute you can reales this force in a 30ft cone any creature in this area suffers (spell's level)d10 force damage and is pushed 15ft away from you, but as long as you keep this charge you have disadvantage on attack rolls.
-Untethered. As a bonus action you can teleport to an unoccupied location within (Arcane Charges expended multiplied by 10) .
Armor Arcanum
At 15th level your arcane mutation grants you resistance against magic. You have advantage on saving throws against magic and magical affects.
Additional Arcane Powers
At 15th level you gain 2 Additional Arcane Powers:
-Observant. As an action you can expend 3 Arcane Charges, for a number of minutes equals your proficiency bonus you can see for up to 3 miles away easily, you have advantage on all wisdom checks and dim light and darkness doesn't hinder your eye sight.
-Untouchable. When a creature misses you with an attack you can expend 3 Arcane Charges to retaliate if you can.
Improved Arcane Power
At 18th level choose 2 Arcane Powers you gained on 7th level or lower, you have unlimited use of them.
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