Barbarian
Base Class: Barbarian

Muscle breaks Steel; Rage defeats Machines; Strength
beats Systems; such is the creed of the wrecker. True
barbarians learn this creed quickly when set adrift in the
so-called civilized world of blinking lights and metal
walls. People have lost their way in this universe, trusting
their lives to machines and algorithms instead of the
reliability of their own might. Setting upon the Path of the
Wrecker means tearing down the machines and buildings
of the mechanized world and letting your bottomless rage
guide you when the universe itself seems upside-down.

 

Dismantle

By 3rd level, ripping apart machines, piece by piece,
comes second nature to you. While you're raging, you
ignore the damage threshold of nonmagical objects.
Additionally, you double the rage bonus damage you deal
to constructs and living constructs.

 

Percussive Maintenance

Starting at 6th level, you understand that smashing
something usually makes it work better. You can attempt
to hack a device that could usually be hacked, such as
a door control panel or an arcane terminal, by breaking
it. Make a Strength (Athletics) check in place of an
Intelligence (Data) check. On a success, you perform one
operation on the system of your choice as if you had full
access, just as if you successfully hacked the system. The
machine breaks immediately after this and can't be used
afterwards without repair, whether or not you succeeded
on the check.

 

Disarm Foe

By 10th level, you've become quite skilled in the timetested
tactic of ripping off an enemy's limb and swinging
it at them. You gain proficiency in improvised weapons.
When you reduce a humanoid creature to 0 hit points with
a melee weapon attack, you can rip off one of its limbs.
Alternatively, you can use your action to attempt to rip a
limb off a Large or smaller construct or undead creature
within 5 feet of you by making an opposed Strength
(Athletics) check against it. A construct or undead that
has more than half its hit points automatically succeeds
on this check. If you successfully rip off a limb, you can
immediately use it to make a melee attack as a bonus
action. A creature missing a limb can't make attacks using
a removed limb and has disadvantage on ability checks
that involve using their limbs. You can only remove one
limb from a creature.
A severed limb is an improvised melee weapon which
deals 1d8 bludgeoning damage on a hit. If removed from a
Large creature, it deals 1d10 bludgeoning damage instead.

 

Crush, Smash, Bash

Starting at 14th level, your strikes land with such ferocity
that you tear armor and armor plating asunder. While
raging, when you deal damage with a melee weapon
attack to a construct or a creature wearing armor, you
can cause the armor or construct to take a cumulative −1
penalty to the AC it offers, to a maximum penalty of −4
AC. A construct or suit of armor damaged by this ability
can be repaired in 1 hour for 100 gp per point of AC
penalty taken.

 

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