Fighter
Base Class: Fighter

You are a Mandalorian Warrior. Perhaps you were born into the creed, or joined it as a child, but however you became a Mandalorian doesn't matter. Now you are a true Mandalorian, and you most likely would die for the Mandalorian cause without second thought. You are an excellent warrior, and many acrosss the galaxy have heard tales of your bravery. The most sacred thing to a Mandalorian (besides other Mandalorians) are their armor. Mandalorians wear super hard and protective armor. This armor has become such a part of their religion, that once some Mandalorians (a specific sect) come of age they vow to never take off their helmet while in the presence of other people. Some Mandalorian's work as soldiers, and some as bounty hunter, and still others doing various other things, but however you live you'r life, you are destined to find success (or at least a warriors death).

Beskar Armor

Though you have always been a Mandalorian, you have just now finished your training to be granted Beskar Armor, or perhaps you always had Mandalorian Armor, but you have just now figured out how to fully use it. However you have been granted your armor now you are a true Mandalorian, with true Mandalorian armor. Remember not to take your helmet off before others. You choose the way your armor appears (though it must include a helmet), but however it looks it is medium armor (armor with the strength of heavy armor, but the flexibility of much lighter armor), and weighs 20 pounds. There is no strength requirement to wear this armor, and no disadvantage on stealth checks. While wearing the armor, you gain the following benefits:

- You have an Armor Class of 20 + Dexterity Modifier (Maximum of 2)

- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks

- You have advantage on Charisma (Intimidation) checks, but disadvantage on Charisma (Persuasion) checks.

- One of your gauntlets can fire flame from it. A number of times equal to your proficiency bonus per long rest you can fire burning hands from one of your gauntlets (you choose which one when you gain this ability).

- One of you gauntlets can shoot rope to ensnare your enemies. As an action, you can shoot your rope to ensnare a creature up to 60 feet away. You then make an attack roll to hit the creatures armor class as normal. If you hit the creature, it becomes prone, cannot stand up from being prone before the effect ends. It also cannot move more than an amount equal to or less than 60 feet away from you (you decide how far), as you can extend or pull in the rope. You can use your bonus action to change the length they can be away from you, and if the length you choose is closer to you then they are they are dragged towards you the appropriate amount. You can also detach the rope to tie the person up, or do other things you could do with a rope. The rope has an armor class of 15, and hit points equal to twice your level. This effect requires one of your hands, and as long as it lasts you only have one free hand. This effect ends if the rope is broken, you decide to end it, or the target uses their action to break out with a successful DC 20 Sleight of Hand, or Athletics check. If the rope is cut you can fix it with one hour of work.

- Your gauntlets have a blaster weapon built in. As long as you have your armor you have a laser pistol (functionaly). Because of your gauntlets special design they lose reload property.

- Your helmet is equipped with a computer system, and you can look up anything known in some library accessible to the public in it. You also can record notes, and send messages to others with access to similar equipment (the computer).

- You have a dagger built into your gauntlets. While wearing your armor you always have access to this dagger, and it never can be removed from your armor, as it retracts like a claw (it is also a free action to draw or seethe the weapon).

Mandalorian Weaponry

You are a Mandalorian, and are a master of many weapons, especially guns. You gain a +2 bonus to attack rolls with Guns, Daggers, and futuristic weapons (as determined by the DM).

Helmet Augmentation

You have Augmented your Helmet, and are now more powerful than ever before. Choose one of the following benefits:

- Your helmet has built in Heat Sensing, and you gain the ability to detect creatures based on the heat they give off. You gain a +4 bonus on Wisdom (Perception), and Wisdom (Survival) checks to detect living things (you might even be able to see the heat in the tracks left behind by other creatures). You cannot be blinded to gain this benefit.

- Your helmet has built in scopes that allow you to see up to 1 mile away as if you were only 50 feet away.

- Your helmet has built in Night Vision, and you gain darkvision out to a range of 60 feet if you don't already have it.

Advanced Augmentation

You have further augmented your armor, becoming an even more accomplished warrior. Choose one of the following benefits, or one that you didn't choose from the 7th level:

- Your gauntlets gain a special weapon known as Whistling Birds. Once per long rest you can use your action to target up to 10 creatures within 15 feet of you and launch tiny projectiles at them. These projectiles can be launched while you are grappled, restrained, or otherwise prevented from moving (as long as you can move the hand the gauntlet that the Whistling Birds are on slightly). Nobody notices you launching these until the last minute. These automatically hit their targets, and in addition to dealing damage equal to your level, they knock the creatures away from you 5 feet. All of the creatures hit cannot make opportunity attacks until the end of your next turn.

- Your gauntlets have mini rockets, that can fire from them. Once per long rest you can replace one of your attacks to fire a mini rocket at a target within 50 feet of you. Make a ranged attack roll with a +3 bonus against a target within range, if it hits it deals damage as if  it is from one of your other attacks (your choice), but with a plus 15 bonus to the damage.

- Your gauntlets gain a little plasma shield that you can activate as a bonus action. This shield functions like a normal shield except you don't need a free hand to use it.

Jetpack

You have either been given or have made a jetpack for yourself, representing your growth in becoming a truly elite Mandalorian warrior. The jetpack connects to your armor, and while wearing it you have a flying speed on 80 feet.

Your Armor is Your Soul

You have battled with your armor, and gone though much with it unlocking new potential. You gain the following benefits:

- Your Beskar armor gains a +2 bonus to armor class.

- Your armor takes the brunt of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

- Once a day you can launch a heavy rocket from your jetpack. This rocket functions as a fireball spell but deals 3d6 extra bludgeoning damage.

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