Base Class: Fighter
Upon stumbling into the ancient ruins of an alien vessel, you found what appeared to be a suit of some kind, like an exoskeleton. As you examined the item, it moved on its own, attaching itself to you, piercing your skin in several places, permanently melding itself with your body. It pierced the back of your neck at the base of your skull, connecting your mind to the suit, making it a true extension of your body. You control the suit as you would control one of your own limbs. The suit is made up of a belt, a spine that connects at the base of your skull, arms that extend out from the spine and trace your arms, connecting to your body at the shoulders, elbows, wrists, and hands, attaching to your individual fingers, and legs that connect to your body at the hips, knees, and ankles. It is made of an alien metal that is not found anywhere on earth. It seems to power itself, however there is no obvious battery anywhere on the armor. When it moves, it is almost completely silent, only making the slightest sounds. It has become a part of you, giving you abilities and power beyond any conventional weapons. The suit seems to learn and adapt to your surroundings. The more you use it, the more powerful it becomes.
Note: If you are starting in a game from level 1 and wish to choose this subclass, you may want to speak with your DM about the appearance of your character before level 3, as the fighter does not get to choose a Martial Archetype until level 3. The suit bonded itself to you before the game takes place, but it does not grant you any additional abilities until level 3, or whatever explanation you want to come up with. Or perhaps you discover the suit in-game. Either way, speak with your DM to determine how that all shakes out.
Note 2: I highly recommend that you take some artistic license with the appearance of the exoskeleton, from what it looks like while attached to you to what the weapons look like. For example, the War Blade ability could be a greatsword, greataxe, or even a warhammer. Make this your own. Customize what the weapons and abilities look like. If it would make more sense for one of the weapons to deal bludgeoning damage rather than slashing, go for it. As with all homebrew content, clear everything with your DM, but this subclass is designed to make you feel awesome while not being overpowered. (or at least not too overpowered.)
REVISIONS FROM LAST VERSION. THIS IS A LONG LIST, SO FEEL FREE TO IGNORE IF YOU AREN'T INTERESTED.
- Universal wording and grammar changes for streamlined reading.
- Universal naming of configurations and features to appear in a more organized and consistent way.
- Universal adjustments to the Power Charge cost of abilities.
- You can now change the configuration of the exoskeleton on a short rest as well as a long rest.
- You now have a number of Power Charges equal to your proficiency bonus, and regain them on a rest as well as a long rest.
- It no longer costs Power Charges to extend the weapons, and once extended, the weapons last until retracted into the exoskeleton.
- The damage of the weapons no longer increases with level.
- Added disadvantage on attack rolls against creatures within 15 feet for the Heavy Ranged config., since it's a sniper. I considered 10 ft, but after measuring in real life, decided the 15 ft was more realistic.
- Added feature: Analyze and Adapt. Uses the function of the old 15th level Bladed config. enhancement "Duelist" as a new feature that is universal to all configs.
- Changed the Full Shield function of the Energy Shield enhancement to Full Bunker, granting a team-support ability.
- Added Energy Shield function: Rally Barricade. Grants tactical, team-support ability.
- Replaced the Heavy Bladed config. enhancement "Power Gauntlets" with "Reinforced Strikes". The new ability is more in line with what I intended the theme of the Heavy Bladed config to be.
- Revised the Ranged config. enhancement "Lightning Blast" to be more clear on how it functions.
- Revised the Light Ranged configuration enhancement "CQB" to encourage getting up close and personal with your enemies and to be more useful when doing so.
- Revised the Heavy Ranged configuration enhancement "Enhanced Optics" to give the option of increased critical hit damage.
- Replaced the 10th level feature "Enhanced Prowess" with "Emergency Recharge". I didn't like the original feature very much, and it was pointed out to me by DNDBeyond user Adquest77 that this subclass lacked a way to regain Power Charges in an emergency.
- Overhauled the 15th level Bladed Configuration enhancement "Duelist" to better fit the theme I was originally going for
- Revised the 15th level Light Bladed Configuration enhancement "Improved Jump Jets" with a different function.
- Revised the 15th level Heavy Bladed Configuration enhancement "Juggernaut" to be more clear on usage.
- Overhauled the 15th level Ranged Configuration enhancement "Overcharge" to be, in my opinion, more interesting than the original feature.
- Revised the 15th level Light Ranged Config. enhancement "Flashbang" to be more useful. I felt the old version wasn't very good.
- Revised the 18th level Bladed Config. enhancement "Shocking Blade" to be a little more useful than the last version was. As 18th level features go, the old version was a little underwhelming.
- Revised the 18th level Light Bladed Config. enhancement "Heated Metal" to function more like a high burst damage ability, rather than a crazy overpowered minute long damage buff like it was before.
- Revised the 18th level Heavy Bladed Config. enhancement "Ripcord" to be slightly better and way more entertaining.
- Revised the 18th level Ranged Config. enhancement "Electrify" to be more concise with the way it functions, as well as adjusted the duration.
- Revised the 18th level Heavy Ranged Config. enhancement "Marksman's Trance" to function more closely to what I originally intended. This ability may seem a bit overpowered, but at 18th level, you only have three attacks, so you could only chain three crits. Even at 20th level when you can attack four times, you only have 6 Power Charges, so you could only chain a quad crit once before running out of Power Charges completely.
Exoskeleton Configuration
When you choose this Archetype at 3rd level, you choose one of the following configurations for your exoskeleton. You can change this configuration whenever you finish a short or long rest.
Power Charges: You have an amount of power charges equal to your proficiency bonus, which are used to power certain abilities granted by this subclass. You regain all expended power charges whenever you complete a short or long rest.
Evolved Armor: The exoskeleton evolves to form armor around you, determined by the configuration you choose. You are unable to wear armor because of the exoskeleton.
Ability Save DC: Some of your abilities require enemies to make a saving throw. Your save DC is equal to 8 + your proficiency + your Strength or Dexterity modifier (whichever is higher.)
Config. 1 - Bladed
Moderate Armor: Your AC becomes 15 + your Dexterity modifier (max 2).
Proto-Blade: You have a Proto-Blade that you can deploy from one of the forearms of your exoskeleton (you choose which arm) into your hand as a bonus action. The blade stays connected to the wrist of the exoskeleton by the pommel. The blade lasts until you retract it (no action required), and automatically retracts if you drop it or fall unconscious. The blade has the Finesse property. You are proficient with the blade, which has a reach of 5 ft. and deals 1d8 slashing damage.
Config. 2 - Light Bladed
Light Armor: Your AC becomes 12 + your Dexterity modifier.
Hidden Blades: You have two hidden blades in the two arms of your exoskeleton. As a bonus action, you can deploy one or both of the blades. The blades stay connected to the wrist of the exoskeleton by the pommel. The blades last until you retract them (no action required), and automatically retracts if you drop it or fall unconscious. The Hidden Blades have the Finesse and Light properties. You are proficient with the hidden blades, which have a reach of 5 ft. and deal 1d6 slashing damage.
Config. 3 - Heavy Bladed
Heavy Armor: Your AC becomes 18.
War Blade: You have a war blade contained within the arms of your exoskeleton, deploying in two halves and joining together in your hands. As a bonus action, you can deploy your War Blade, attaching the pommel to the wrist of your exoskeleton. The blade lasts until you retract it (no action required), and automatically retracts if you drop it or fall unconscious. The War Blade has the Two-Handed property. You are proficient with the War Blade, which has a reach of 5 ft. and deals 1d12 slashing damage.
Config. 4 - Ranged
Light Armor: Your AC becomes 12 + your Dexterity modifier.
Punch Rifle: You have a laser rifle that collapses into the arms of your exoskeleton. You can deploy it as a bonus action, attaching it to the wrist of your exoskeleton by the grip of the rifle. The rifle lasts until you retract it (no action required), and retracts automatically if you drop it or fall unconscious. The Punch Rifle has the Two-Handed property. You are proficient with the rifle, which has a range of 100/300 ft. and deals 1d8 lightning damage.
Config. 5 - Light Ranged
Light Armor: Your AC becomes 11 + your dexterity modifier.
Terror Pistol: You have a laser pistol that collapses and stores in one of the arms of your exoskeleton (you choose which arm). As a bonus action, you can deploy the pistol into your hand. The pistol stays connected to the wrist of your exoskeleton by the grip. The pistol lasts until you retract it (no action required), and automatically retracts if you drop it or fall unconscious. The pistol has the Light property. You are proficient with the pistol, which has a range of 40/120 ft. and deals 1d6 radiant damage.
Config. 6 - Heavy Ranged
Moderate Armor: Your AC becomes 15 + your Dexterity modifier (max 2).
Nightmare Rifle: You have a heavy laser rifle that collapses into the arms of your exoskeleton. As a bonus action, you can deploy the rifle, attaching it to the wrist of the exoskeleton by the grip of the rifle. The rifle lasts until you retract it (no action required), and retracts automatically if you drop it or fall unconscious. The Nightmare Rifle has the Two-Handed property. You are proficient with the rifle, which has a range of 120/360 ft. and deals 1d10 cold damage. Additionally, you have disadvantage on ranged attacks against creatures within 15 feet of you.
Analyze and Adapt
Your exoskeleton can analyze the fight patterns, strengths, and weaknesses of your enemies. When a creature you can see within 100 feet of you makes an attack or casts a spell, you can use your reaction to expend a Power Charge and analyze that creature. For the next minute, you gain one of the following effects against your target (your choice):
- You gain a +1 bonus to attack and damage rolls against your target.
- You gain a +1 bonus to your AC against your target.
- Your attack rolls against your target have advantage.
- Your target's attack rolls against you have disadvantage.
Beginning at 17th level, you can choose from the following effects:
- You gain a +3 bonus to attack and damage rolls against your target.
- You gain a +3 bonus to your AC against your target.
- Your attack rolls against your target have advantage. This advantage cannot be canceled out by disadvantage.
- Your target's attack rolls against you have disadvantage, and the target cannot benefit from having advantage against you.
Configuration Enhancement
You gain the following upgrades to your exoskeleton configurations.
Config. 1 - Energy Shield
Your exoskeleton can project a shield of pure lightning energy from one of your forearms. Beginning at 7th level, you can expend a Power Charge as a reaction to activate the shield, choosing one of the following options.
Partial Shield: A normal sized shield, granting +2 bonus to your AC and resistance to lightning damage. If an enemy scores a critical hit against you, you can cause the shield to deactivate, turning the critical hit into a regular hit. The shield lasts for 1 minute or until deactivated (no action required), and you cannot redeploy the shield in the same round that it was deactivated.
Rally Barricade: A waist-high barricade that extends to the ground and 5 feet to your right and to your left. Any creature standing behind the barricade (including you) is granted half-cover. A creature standing behind your barricade can use half of their movement to kneel behind the barricade, gaining full cover. Your movement speed is reduced to 10 feet while projecting this shield, and you cannot kneel behind it to gain full cover. The barricade lasts for 1 minute or until deactivated (no action required), and you cannot redeploy the shield in the same round that it was deactivated.
Full Bunker: A towering wall that extends to the ground, 5 feet above your head, and 10 feet to either side of you, granting you and any creatures standing behind it full cover. The shield has an amount of hit points equal to twice your Fighter level, an AC of 10, and resistance to lightning damage. If the shield is reduced to 0 hit points, it deactivates. The shield lasts for 1 minute, or until you deactivate it (no action required), and you cannot redeploy the shield in the same round that it was deactivated. You cannot move or take the attack action while projecting this shield.
Beginning at 15th level, you can redeploy the shield in the same round that it was deactivated.
Config. 2 - Jump Jets
Your exoskeleton deploys a pair of jump jets on the back of your shoulders and reinforces the legs of the exoskeleton, granting you advantage on saving throws against fall damage. Beginning at 7th level, once per turn, you can expend a Power Charge as a bonus action to activate your jump jets, choosing from the following list of movement options:
Launch: Your jump jets launch you up to 15 feet in any direction.
Recovery Burst: Whenever you are knocked prone, you can activate your jump jets as a reaction, immediately propelling yourself back to your feet.
Barge: If an enemy is within 5 ft. of you, you can use your jump jets to propel yourself into them, forcing them to make a Strength saving throw. The creature is pushed 10 feet away from you and knocked prone on a failed save, or pushed 5 feet away from you and not knocked prone on a successful one.
Beginning at 15th level, whenever you use your jump jets as a bonus action, you can immediately use your jump jets again, provided you have enough Power Charges, using the same function or a different function.
Config. 3 - Reinforced Strikes
Beginning at 7th level, whenever you hit a creature with a melee attack, you can expend a number of Power Charges to reinforce the attack. For each Power Charge you expend, you can add twice your proficiency bonus to the damage of the attack.
Beginning at 15th level, you gain advantage on all Strength checks.
Config. 4 - Lightning Blast
Beginning at 7th level, when you make an attack with the Punch Rifle, you can expend a Power Charge to turn your attack into a powerful short-range blast of lightning energy. This special attack has a range of 5 ft., it cannot hit any creature beyond that range, and you are not disadvantaged from being within 5 ft. of your target. If the attack hits, it deals 2d8 bonus damage to the target.
Beginning at 15th level, the bonus damage increases to 4d8.
Config. 5 - CQB
Beginning at 7th level, you are no longer disadvantaged when making a ranged weapon attack within 5 ft. of a hostile creature.
Additionally, you can expend a Power Charge as a bonus action to enter a Combat Frenzy, giving yourself an edge against groups of enemies. For 1 minute, you gain a +1 bonus to your attack rolls for each hostile creature within 5 ft. of you.
Beginning at 15th level, the bonus granted to your attack rolls by Combat Frenzy increases to +2 for each hostile creature within 5 ft. of you.
Config. 6 - Enhanced Optics
Your exoskeleton enhances your ability to spot weak points in your enemy's defenses. Beginning at 7th level, whenever you make an attack with your Nightmare Rifle, you score a critical hit on a roll of 19 or 20. Additionally, whenever you score a critical hit against an enemy with your Nightmare Rifle, you can expend a Power Charge to deal three times your normal damage to the target.
Beginning at 15th level, whenever you score a critical hit against an enemy with your Nightmare Rifle, you can expend a Power Charge to deal four times your normal damage to the target.
Emergency Recharge
Beginning at 10th level, your exoskeleton regenerates energy at an accelerated rate. On your turn, you can use your action to regain all expended Power Charges. Once you use this feature, you must finish a short or long rest before you can use it again.
Additionally, when you expend your last Power Charge, roll a d20. On a 20, you regain one Power Charge.
Configuration Enhancement II
You gain the following upgrades to your exoskeleton configurations.
Config. 1 - Duelist
Your exoskeleton has adapted to violently react when you are attacked. Beginning at 15th level, whenever a creature hits you with a melee attack, you can use your reaction to attempt to parry their attack. Make a melee attack roll against their attack roll. If your roll is equal to theirs, you block the incoming attack. If your roll is higher than theirs, you can expend a Power Charge to Riposte, making a melee attack against that creature. If the attack hits, it deals bonus damage equal to your proficiency bonus.
Config. 2 - Improved Jump Jets
Beginning at 15th level, you gain the following functions for your jump jets:
Leaping Attack: You use your jump jets to launch yourself at a hostile creature within 15 ft. of you, making an advantaged attack with one of your Hidden Blades upon reaching them. If the attack hits, it deals an additional 2d6 slashing damage. You must already have at least one of your Hidden Blades deployed to use this function.
Rapid Deceleration: You use your jump jets to soften your landing when falling from great heights. Whenever you fall from 50 feet or higher, you can use your reaction to activate your jump jets just before hitting the ground, slowing your fall and allowing you to land without taking any damage.
Long Shot: You put your jump jets on overdrive and launch yourself 60 ft. in any direction. If you run into an object or creature before reaching 60 ft., both you and the thing you ran into must succeed on a DC 15 Dexterity saving throw or take 1d6 bludgeoning damage for every 10 ft. you traveled before colliding. If you ran into an object, the object automatically fails the saving throw.
Additionally, you do not provoke opportunity attacks when using your jump jets to move.
Config. 3 - Juggernaut
Beginning at 15th level, you can expend a Power Charge as a bonus action to reconfigure your armor, granting greater protection, but sacrificing maneuverability. The reconfiguration lasts until you deactivate it (no action required). When you activate this feature, choose one of the following options:
- +2 AC, -5 ft. movement speed
- +4 AC, -15 ft. movement speed
- +8 AC, -30 ft. movement speed
Config. 4 - Overcharge
Your Punch Rifle can be overcharged to spray an area with shots. Beginning at 15th level, you can use your action to expend a Power Charge to fire full auto in a 30-foot cone in front of you. All creatures caught within the area must make a Dexterity saving throw, taking the Punch Rifle's normal damage on a failed save, or half as much damage on a successful one.
Alternatively, you can focus the full-auto fire on a single creature. That creature must make a Dexterity saving throw, taking 6d8 + your Dexterity modifier lightning damage on a failed save, or half as much damage on a successful one.
Config. 5 - Flashbang
Beginning at 15th level, you can expend a Power Charge to emit a blinding flash from the wrist of your exoskeleton as a bonus action. All creatures within 10 feet of you must succeed on a Constitution saving throw or become blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of their turns, ending the effect on a success.
Config. 6 - Weak Spot
Beginning at 15th level, whenever you score a critical hit with your Nightmare Rifle, the attack deals the maximum possible damage.
Configuration Enhancement III
You gain the following upgrades to your exoskeleton configurations.
Config. 1 - Shocking Blade
Beginning at 18th level, you can expend two Power Charges as a bonus action to energize your Proto-Blade with electricity. For the next minute, whenever you hit a creature with a melee attack using your Proto-Blade, the target of the attack becomes stunned until the end of its next turn. If you hit a creature that is already stunned by this ability, your attack deals an additional 1d8 lightning damage.
Config. 2 - Heated Metal
Beginning at 18th level, you can use a bonus action to expend up to three Power Charges to ignite your Hidden Blades until the beginning of your next turn. While ignited, your Hidden Blades deal 1d6 bonus fire damage for each expended Power Charge.
Config. 3 - Ripcord
Beginning at 18th level, when you make an attack with the War Blade, you can expend a Power Charge to throw it at a target within 15 ft. of you. A chain attaches to the pommel and extends from the wrist of the exoskeleton. Make a ranged attack against the target. You add your proficiency bonus to this attack, and can choose to use your Strength or Dexterity modifier to the attack and damage rolls.
If the attack hits, the target takes the War Blade's normal damage and is grappled as the War Blade lodges into them. As part of the same attack, you can reel in the War Blade. If the target is smaller than you, it is pulled to you. If the target is larger than you, you are pulled to the target. If the target is the same size as you, you choose if you are pulled or the target is pulled.
If the attack misses, the War Blade reels back to you.
While you have a creature grappled by your Ripcord, you can expend a Power Charge as a bonus action to sling the creature around and throw them up to 30 feet in any direction. The creature lands prone and takes 2d6 bludgeoning damage. If you throw the creature at another creature, the new target must make a Dexterity saving throw or take 2d6 bludgeoning damage and be knocked prone. You cannot throw a creature that is larger than you.
Config. 4 - Electrify
Beginning at 18th level, whenever you make a ranged attack with your Punch Rifle, you can expend three Power Charges to electrify the target, chaining lightning to other creatures that get too close. If the attack hits, the target becomes stunned for 30 seconds (five rounds of combat). While the target is stunned in this way, any other creature that gets within 10 feet of it must make a Dexterity saving throw, taking 2d8 lightning damage on a failed save and half as much damage on a successful one.
Config. 5 - Dual Terrors
Beginning at 18th level, whenever you take the attack action with your Terror Pistol, you can expend three Power Charges to deploy a second Terror Pistol in your off hand, provided you aren't holding anything in that hand already. Until the start of your next turn, whenever you make an attack with your Terror Pistol, you can immediately make another attack with your second Terror Pistol against the same target.
Config. 6 - Marksman's Trance
Beginning at 18th level, whenever you score a critical hit with your Nightmare Rifle, you can expend two Power Charges to expand your critical hit range by two until the start of your next turn. You can use this ability multiple times in a single turn, expending two Power Charges for each use, stacking the effect up to three times. (One use of this ability would expand your critical hit range to 17-20, two uses would expand it to 15-20, and three uses would expand it to 13-20).
Previous Versions
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6/4/2021 11:37:20 PM
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Posted Aug 29, 2022really like this subclass and the versatility of it. However when I add to my collection and then create a character with it, the third level feature cannot be selected. Whenever i choose one, it does not lock the selection and still prompts me to choose one. Dies anyone would know a fix for that?
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Posted Jul 1, 2021This is perfect for a Predator or Iron Man build, just the right amount of Artificer shoved into Fighter with "choose your playstyle" options like from Battle Master.
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Posted Jun 29, 2021Very interesting, cant wait to try this baby out in a session with my space dandy character hehehe