Fighter
Base Class: Fighter

Armored Anomaly

An unknown human-like creature wearing a mysterious armor. No one knows where his mysterious armor from but one thing is certain, they are a very powerful adversary. The armor worn by these creatures is a weird set of armor that is pale white and covered in many unique patterns. The Armored Anomaly prefers hand to hand combat and refuses to use actual weapons other than their special gauntlets. They are capable of summoning small red orbs of energy when dealing with long range. It is foretold in a sacred legend that these mysterious fighters have a unique form that surpasses all limits of strength in order to gain a massive advantage against powerful foes.

Warning

Creating an Armored Anomaly

When creating an Armored Anomaly its important to consider your choices. What is your reason for killing? What drives you to become stronger? Why do you become so angry? Who branded you with this curse? Whatever the case you are now a killer of your own creation. Armored Anomalies usually tend to stay away from large cities or towns to prevent them from going insane.

Quick Build

You can make a Armored Anomaly quickly by following these suggestions. First, Strength should be your highest ability score as your damage is based on Strength, followed by Constitution which increases your Hit Points. Second, choose the Test Subject background.

Class Features

As a Armored Anomaly you gain the following class features.

Hit Dice: 1d10 per Armored Anomaly level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Armored Anomaly level after 1st

Armor: Heavy
Weapons: Gauntlets
Tools: Artificer's Tools
Saving Throws: Strength, Constitution
Skills: Choose 3 of Acrobatics, Athletics, Arcana, Intimidation, Investigation

You start with the following equipment, in addition to the equipment granted by your background:

  • A Weird set of armor
  • An Mysterious pair of Gauntlets

Table: The Armored Anomaly

Level Proficiency
Bonus
Features Sanity Points (TF) Insanity Points
1st +2 Brink of Madness, Killer Punches 0 6
2nd +2 Sanity Points, Cursed Immortality 3 6
3rd +2 Sign of Regret, Killing Mindset 3 7
4th +2 Ability Score Improvement, Stubborn Body 3 7
5th +3 Enraged, Path of Peace, Path of Violence 4 8
6th +3 Evasive Maneuvers, Speed Demon 4 8
7th +3 Persistence, Dash Slash 4 9
8th +3 Ability Score Improvement, Fragmented Regrowth, 5 9
9th +4 Extra Attack, Critical Strike 5 10
10th +4 Strong Defense, Reinforced Armor 5 10
11th +4 Blood Rage, Cold Blooded Killer 6 11
12th +4 Ability Score Improvement 6 12
13th +5 Extra Attack, Built to Last 6 12
14th +5 Empathy, True Insanity 7 14
15th +5 Feelings of Happiness, Defiance 7 14
16th +5 Ability Score Improvement, Pure Hatred 7 16
17th +6 Break The Curse, Embrace The Curse 8 16
18th +6 Religious Immunity, True Freedom 8 17
19th +6 Ability Score Improvement, Extra Attack, 8 18
20th +6 Saving Grace, Death from Beyond the Grave 9 20

Brink of Madness

At 1st level, you are burdened with a permanent curse that will slowly drive you to insanity. Your sanity depletes as you get hit by enemy attacks. If you are below 25% health you will go insane.

Killer Punches

You've trained your punches to be lethal and strong. Starting 1st Level your attacks with your gauntlets damage increases by 1d8 + strength modifier.

Sanity Points

At 2nd level, You gain a Special Points type known as Sanity Point. You can spend Sanity Points to preform certain actions. You start with 3 Sanity Points then 4 at 5th, 5 at 8th, 6 at 12th, 7 at 17th, and 8 at 20th level. If you are using true form you have a number of Insanity points. When you run out of Sanity Points you go insane (unless you are using base form). You regain all Sanity Points after a short/long rest. The actions you can take are:

Warp Punch

At 2nd level, you gain the ability to teleport behind an enemy within a radius of 20ft and strike them with a forceful blow. The enemy must then make a DC 12 strength saving throw or be sent back 25ft. If the enemy hits a wall it deals an additional 1d8 bludgeoning damage. [1]

Screams of Madness

When you reach the 5th level, you can create a massive shockwave that does 2d6 physic damage and reduces the movement of all creatures in a 50ft circle by 10%. Creatures hit by this attack must succeed a DC 14 dexterity saving throw or be hit by these effects. [1]

Mind Games (replaces Screams of Madness and requires Base Form)

You can create a massive wave of psychic energy. When used, all creatures in a 50ft radius must roll 1d10. On a roll of 6 and above the creatures are unharmed, On a roll of 5 and below the creatures must participate in a mind game of your choice. Creatures stuck in the mind game must roll 1d10 to get out under the same conditions and automatically are released after 2 turns. Options: 1.Mind Maze 2.Trivia Question 3.Face your fears 4.Dice of fait [1]

Vanish

At 6th level, you can disappear entirely and cannot be seen, heard, and felt by magic detection and cannot be found by any methods. This can only be detected by creatures that see imaginary presences or by people who have a strong bond with you. [1]

Empty Gaze

At 7th level, you can stare blankly into your enemies eyes and strike them with fear. The enemy takes 1d8 psychic damage and is paralyzed. (Can only be used if you are Enraged) [1]

Words of Encouragement (replaces Empty Gaze and requires Base Form)

You words have a lot of meaning in the eyes of your friends and familiars. Your friends and familiars gain a bonus to their mood and get a partial dodge bonus of 15% This affect lasts 3 turns [1]

Vortex Strike

Beginning at 10th level, you become able to create a Strong energy in your fist used to decimate enemies with a 4d8's bludgeoning damage. This increases to 6d12's at lv 20. For each strike you use while this ability is active deal 5 damage to self and 20 damage on a critical. This effect lasts until you deactivate it and requires 3 sanity points to reactivate it. [3]

Death Orb Rain

Upon reaching the 12th level, you become able to Summon 10 deadly glowing red spheres that deal 1d8 necrotic damage for each sphere that hits. A creature must make a DC 18 Constitution saving throw or be hit by the spheres. For each sphere roll 1d10, on a roll of 1-5 you miss the targeted enemy. This increases to 16 orbs at 16th Level and 25 at 20th Level. [2]

Screams of Pain

When you reach the 15th level, you learn how to unleash a loud scream filled with the pain you've suffered. All Creatures in a 100ft radius will hear this scream and take 4d8 true thunder damage. In exchange this deals 2d10 true damage to you. (Can only be used if you are Enraged) [1]

Calming Wave (replaces Screams of Pain and requires Base Form)

you unleash a psychic wave from your mind and affect all creatures in a 100ft radius. The creatures must make roll 1d20, on a roll of 12 and above the creature go into a state of tranquility and no longer wishes to fight (Includes Party Members). On a roll of 11 and below the creature is unaffected by the attack. [2]

Seismic Slam

Starting at 18th level, you learn how to channel a strange energy into your body, you focus all this energy into your fists and slam the ground with deadly force. The impact of your fists cause a shockwave to emit from the ground dealing 8d12 force damage to all creatures in a 60ft radius and send them 100ft away from your position. However the impact of your fists smashing the ground causes you to take 2d12 damage as result. |1d12 if using Base Form| (Can only be used if you are Enraged) [3]

Last Resort (replaces Seismic Slam and requires Base Form)

You release a lungful sigh as you use a last resort. You empower you fists in a special energy and strike the most powerful enemy for 10d8 damage and they are knocked prone. [3]


([]=represents how many points it costs to use)

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Cursed Immortality

You were branded with the most painful of curses. You are no longer able to die but instead become incapacitated for 3 hours. During the course of this time you can not be hurt in any way.

Stubborn Body

Starting at 4th Level, You gain passive immunities that cannot hurt you under any circumstance. You become Immune to Cold, Fire, Thunder, Bludgeoning, Poison, Acid, and Force Damage. This causes you to be vulnerable to piercing and slashing damage.

Enraged

Upon reaching 5th Level, You gain the enragement feature. When enraged you will have your increased damage bonus but your the damage you take is 1d8 every time you attack an enemy instead of the of the usual 1d6.

Bravery (replaces Enraged and requires Base Form)

You feel a sense of bravery for the adventures ahead of you. When bravery is in effect you gain +6 to your attack rolls when attacking an enemy.

Evasive Maneuvers

Beginning at 6th Level, You gain the evasion skill granting you a 30% to dodge attacks, This scales to 35% at 11th level, 42% at 15th level, and 50% at 20th level.

Persistence

You refuse to back down from any fight no matter the difficulty. Starting 7th Level, When you engage in a fight, you roll for +10 initiative.

Dash Slash

When preforming a dash action you can use this feature to trigger a bonus action. At 7th level you can preform a dash slash to attack an enemy while dashing as a bonus action. Upon hitting an enemy they take an extra 2d8 force damage and are knocked back. If target hits a wall, deal 4d6 bludgeoning damage

Fragmented Regrowth

You have weird way of regaining your health. Starting 8th level every 2 turns of not attacking or being attacked, you make a strength saving throw to regain some of your lost health. Roll 1d20, On a roll of 12 or higher you gain back 3d6 health. After 4 turns of not attacking or being attacked, remove all negative status effects.

Extra Attack

At 9th Level you can preform an extra attack as a bonus action. You gain another extra attack again at 13th, and 19th level.

Critical Strike

Upon reaching 9th level you critical hits have increased in deadliness. When ever you roll a critical hit the damage you do is tripled but you also deal 5d6 additional damage to yourself.

Blood Fury

At 11th Level, you gain the Blood Fury feature. You will go into a Deadly rage and attack with intent to kill. Your speed will triple and your strength is doubled.

Built to Last

Your armor has gained a great deal of durability training. At 13th level you gain an increase in hit points based on your form. If you are using base form, you gain an additional 75 hit points added to your current health. If you are using true form, you gain an additional 150 hit points added to your current health.

Defiance

You gained the ability to defy the laws of death. Starting 15th level you can use this feat as a last resort option. While using this feat, your minimum hit points goes from 0 to -40. When in this state you don't take damage by attacking but naturally take 4d4 damage every turn this feat is active. After being reduced to -40 hit points you collapse incapacitated and cannot fight for the rest of the current battle.

Religious Immunity

Upon reaching 18th Level, you gain an immunity to Radiant and Necrotic. You simultaneously gain Psychic damage immunity but every time you make a Psychic attack make a DC 16 wisdom saving throw. On failure deal it deals 1d4 true damage to you.

Peace or Violence

Before selecting your class's form consider which path you would like to take with your character.

Choose Peace

Choosing peace allows you great benefits to your mental capability's and provides your character the alignment of chaotic good. When choosing peace you should use base form for the benefits of your mind. This allows you to clear your mind and remove your curse that drives you mad. You become drawn to your friends and become great allies with the people you care about.

Choose Violence

Choosing violence allows you great benefits to your strength capability's and provides your character the alignment of chaotic evil. When choosing violence you should use base form for the benefits of power. This allows you deal an insane amount of damage by embracing your curse and turning it into the source of your strength. You become distant with everyone you come across and hurt yourself frequently.

Armored Anomaly (Base Form)

The basic form of all Armored Anomalies and the only one to ever be seen by the eyes of other creatures.

Sign of Regret

You feel a sense of regret deep inside you. Why you feel this way is unknown. You gain the ability to think rationally and use your head rather than brute force. When attacking an enemy you can decide to reduce your damage by 20% and remove the damage penalty of that attack.

Path of Peace

You chose the path of peace. You feel a sense of joy manifest itself within your soul. At 5th level you become extremely friendly with your party members and creatures of good alignment.

Strong Defense

From all the battles you've fought, the foes you've killed, and the pain you've suffered, you have gained an increase in your defensive skills. Starting at level 10, your defense has gained a significant bonus. Your natural AC is now 20 and your hit points increases by 8d8. This increases an additional time at 16th level granting 30 natural AC and increase hit points by another 8d8.

Empathy

You start to feel a sense of empathy for creatures you encounter. Starting 14th level any creature you come across with a good alignment will become likely to befriend you. You can befriend a small or medium size creature by making a DC 15 wisdom saving throw. If you succeed the creature becomes a familiar and will assist you in battles. When trying to convert a small or medium creature of evil or neutral alignment to your side make a DC 40 wisdom saving throw. If you succeed they can also be converted into a familiar. You can have a max of 25 familiars.

Break The Curse

Your curse is weakening as you begin to fight back against its will. You decide to overcome your curse and choose your own path. At 17th level you curse shrinks and becomes smaller granting you some partial allowing to attack and only take 1d4 self damage instead.

Feelings of Happiness

Your friends and you have successfully broke the curse. Starting 15th level you are no longer affected by brink of madness and cannot become enraged. Instead the Enraged feat is replaced with the bravery feat. You also no longer feel the pain of your attacks but the damage you deal is reduced by a permanent 20%.

True Freedom

You feel a great deal of peacefulness resonate from you and you feel happy. At 18th Level you are free to make to your own decisions and take matters into your own hands. When an enemy attacks you roll a DC 14 Dexterity save. On success, you dodge out of the way and plan your next move. However your maximum dodge chance is now 35%.

Saving Grace

Upon reaching 20th Level, You gain the ability to persist the Incapacitated State. You can use this feat when you reach 0 hit points and will be active for 3 turns. During these 3 turns you become immune to all damage entirely. While in this state, all attacks you deal are 1d20 without exception. When this ability ends, you will fall to the ground and are considered Unconscious.

Armored Anomaly (True Form)

This is a special form of anomaly armor that makes the user a blood thirsty killing machine with a lust for power.

Warning EXTREMLY UMBALANCED!!! This Form is not intended for use in a normal campaign due to balancing issues.

Killing Mindset

You Developed a taste for blood. Starting 3rd level, when you preform an attack you deal an extra 1d12 force damage to an enemy.

Path of Violence

You chose violence a long time ago when you were first created. You feel a sense of hatred manifest within your soul. At 5th level you become extremely hostile towards all creatures.

Speed Demon

You have gained the an EXTREME amount of speed. When you reach 6th level Your normal walking speed becomes 6000ft and can teleport at will without being seen. This feat is only active while you are enraged and can be used at the cost of 1 level of exhaustion for every 2 turns its active. The player will need to complete a short/long rest before using this feat again.

Reinforced Armor

From all the battles you've fought, the foes you've killed, and the pain you've suffered, you have gained an increase in your defensive skills. Starting at level 10, Your Armor has gained a significant increase in Strength. Your natural AC is now 40 and your Hit Points increases by 15d12's. This increases an additional time at 16th level granting 50 natural AC and increase Hit Points by another 15d12's.

Cold Blooded Killer

At 11th level you start to get a murderous feeling in your soul. If an ally is standing in the way of an enemy you are trying to attack, you shove them out of the way for 1d4 force damage and they are knocked prone. If an ally tries to reason with you on a strategy of attack you immediately ignore them and attack your target anyways.

True Insanity

You've completely mad with insanity. When you reach 14th level, you ignore all warnings or words that are spoken to you. When fighting in a battle if an enemy strikes you you can strike them back as a reaction. The then attacked enemy must make a DC 21 dexterity saving throw or take 4d8 bludgeoning damage.

Embrace The Curse

You are one with the curse and the curse is one with you. You embrace your curse with open arms and let it consume you. At 17th level you curse grows stronger causing a massive increase to your ability's with a massive drawback. You add 20% extra damage to any attack you make but deal 2d10 damage to your self every time you hit your attack.

Pure Hatred

You've grown to hate all things that live and breath. When you reach 16th level you no longer feel emotions that aren't Hatred, Insanity, or Emptiness. You are now always considered enraged and can no longer calm down when in a fight or talking with your party members.

Death from Beyond the Grave

Upon reaching 20th Level, When your health reaches 0 you go into a motionless state kneeling on the ground. If an enemy within 25ft turns their back to you, you may strike them with an instant kill. This can only be done once and you must complete a long rest before you can use it again.

Multiclassing

Prerequisites. To qualify for multiclassing into the Armored Anomaly class, you must meet these prerequisites: 18 Strength or 15 Constitution

Proficiencies. When you multiclass into the Armored Anomaly class, you gain the following proficiencies: Heavy Armor

#1

It all Useless in the End

#2

I fear no one

#3

Kill all that moves

#4

Embrace the madness

#5

Give in to the murder

Comments

Posts Quoted:
Reply
Clear All Quotes