Base Class: Fighter
An Armored Trooper is a fighter who goes through with a ritual which bonds flesh with metal, to gain emissive power. This new metal body both protects the fighter indefinitely, and gives the fighter immense strength.
Metal Body
Because of the bonding of flesh and metal, the humanoid is incast with an eternal metal tomb that is now their body. Your Armor Class is now 18. You can never take off this Armor since it is now encased with your skin. Due to the fact that this Armor is forever stuck to you, can't wear any other Armor, except for Jewelry, like rings, necklaces, and headbands. Talk with your DM on how much you weigh, with the added metal body. You also now have resistance to fire damage due to your new metal body. You also now have disadvantages in Stealth, and advantage to Athletic Checks.
Heavy Juggernaut
Due to the emminsive weight of your new metal body, you take -10ft in Walking Speed.
Superior Strength
With the bond of metal, your strength now becomes inhuman. Starting at 7th level, you may now wield 2 handed weapons in one hand. The only 2 handed ranged weapon you can wield in one hand are crossbows. All 2 handed melee weapons also gain the versatile attribute. When wielded in 2 hands, add a d4 to damage. Your unarmed strikes also get more power, being a d4 plus your Strength modifier.
Human Shield
Due to your eminsive, and huge metal body, you can now aid your allies more easily. Starting at 10th level, you may add a d4 to an allies AC as an reaction, as long as the ally is within 5ft from you.
Armored Strength
Your bond with your armor has now granted you demigod-like strength. Starting at 15th level, whenever you hit a creature with a melee attack using either a melee weapon or an unarmed strike, the creature must make a Strength saving throw with a DC 8 + Strength Modifier + Proficiency Bonus, otherwise, they are pushed back 10ft. Additionally, your Superior Strength damage dice for 2 handed weapons being wielded with both hands is now a d8 and your unarmed strikes being a d6.
Armored Warrior
Starting at 18th level, the Armored Trooper's mastery of their new body allows them to push it to the absolute limit. 3 times per day, the Armored Trooper may roll a DC 20 Constitution saving throw, and double the number of actions they get on the turn they make the roll on. Upon failure, the magical energy runs haywire, and the body isn't able to contain it. The Armored trooper then takes 3d10 force damage, and takes the Stunned condition until their next turn.
Previous Versions
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5/18/2019 5:50:34 PM
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6/5/2019 8:57:53 PM
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2/25/2021 10:21:59 PM
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2/25/2021 10:41:14 PM
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