Base Class: Fighter
The YoRHa Trooper is a cosplay subclass for 2b, 9s, a2, or the hero from the Nier franchise. The subclass is intended to allow the player to play a character that invokes the idea of characters portrayed in the Nier franchise. The YoRHa Troops will do their utmost to protect humankind and so will fight any threat. Each YoRHa Trooper is given a Pod companion, which doubles as a mobile turret. Troopers can have special designated uses ranging from combat to reconnaissance and so forth.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting.
Spell Slots
The YoRHa Troop can cast spells. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know spells based off the options of the Troop Specialization class feature as well as options in the Augmented Casting class feature.
Spellcasting Ability
Constitution is your spellcasting ability for your pseudo spell. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Personal Pod
Starting at 3rd Level you gain a Pod companion. Your pod is in a state of constant hovering, always at least 5 feet off the ground. It cannot leave your side and must remain within 10 feet of you. When broken, it can be repaired with a long rest.(GM's Note, you can also flavor this construct as a sentient grimoire.)
The pod is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the pod stat block, which uses your proficiency bonus (PB) in several places.
In combat, the pod shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the pod can take any action of its choice, not just Dodge.
Tiny construct
Armor Class 13 (natural armor)
Hit Points 4 * your Fighter level (the pod has a number of Hit Dice [d4s] equal to your fighter level)
Speed fly 30 ft.
Saving Throws Dex +2 plus PB
Skills Perception +0 plus PB × 2, Stealth +2 plus PB, History +3 plus PB, Arcana +3 plus PB
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands and speaks the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Evasion. If the pod is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.
Actions
Gatling Force. Ranged Weapon Attack: Int +3 plus PB, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.
The Gatling Force creates more than one attack when you reach higher fighter levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level. You can direct the Gatling Force at the same target or at different ones. Make a separate attack roll for each attack.
Troop Specialization
Starting at 3rd level your YoRHa training has allowed you to specialize in a specific troop faction. You can choose between Attacker, Brawler, Canceller, Defender, Executioner, Healer. Each troop specialization will grant you class features and decide your pseudo spell list.
Attacker - You are an archaic model who hasn't lost its touch for battle. Your specialty is the Berserk mode, which comes at a heavy cost.
Brawler - You specialize in the nitty gritty combat, up close and personal. You smash and slice enemies without a moment's hesitation.
Canceller - Also known as a Cleaner, you are the unit in charge of disrupting enemy tactics.
Defender - You are an archaic unit in charge of erecting protective measures for allies.
Executioner - You are a unit built like an assassin so you can overpower unexpected foes.
Healer - You specialize in the healing of team members. You're pretty much everyone's best friend.
Attacker
You are an archaic model who hasn't lost its touch for battle. Your specialty is the Berserk mode, which comes at a heavy cost.
Berserk - As a bonus action you can activate berserk mode. While in berserk mode you gain a bonus to melee weapon attack roles equal to your proficiency bonus, your melee weapon attacks deal and extra 1d8 damage, your melee weapon attacks score a critical hit on a roll of 18 through 20, and you become vulnerable to all damage types. The berserk mode last 1 minute. It ends early if you are knocked unconscious. You can also end your berserk mode on your turn as a bonus action.
Fighter LEVEL |
SPELL |
---|---|
3rd |
Hunter's Mark, Shield |
7th |
Branding Smite, Pyrotechnics |
13th |
Blink, Haste |
19th |
Fire Shield, Elemental Bane |
Brawler
You specialize in the nitty gritty combat, up close and personal. You smash and slice enemies without a moment's hesitation.
Two Weapon Brawler - Starting at 3rd level, you can fight with a different weapon in each hand, as long as it does not have the two-handed property. As long as you use your action to make one weapon attack on your turn, you can make one extra attack each round with your off hand weapon as a part of your action.
Fighter LEVEL |
SPELL |
---|---|
3rd |
Divine Favor, Shield |
7th |
Branding Smite, Spiritual Weapon |
13th |
Haste, Fireball |
19th |
Fire Shield, Wall of Fire |
Canceller
Also known as a Cleaner, you are the unit in charge of disrupting enemy tactics.
Purge - As an action you can activate one of your purge effects. You can target one creature within 15 feet as your purge target. You have a number of charges of purge equal to twice your proficiency bonus. The purge effects are as follows.
- Purge Attack - Any attacks against the target now roll with a disadvantage until the end of your next turn.
- Purge Damage - The target gains resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.
- Purge Elements - Choose one damage type from acid, cold, fire, lightning, necrotic, radiant, or thunder. Until the end of your next turn the target is immune to that damage type.
- Purge Magic - The target has advantage on saving throws against spells and other magical effects until the end of your next turn.
- Purge Self - You can end up to one condition affecting the target creature of your choice. The condition can be blinded, charmed, deafened, frightened, paralyzed, poisoned or stunned.
Fighter LEVEL |
SPELL |
---|---|
3rd |
Absorb Elements, Bane |
7th |
Detect Thoughts, Earthbind |
13th |
Fear, Slow |
19th |
Hallucinatory Terrain, Phantasmal Killer |
Defender
You are an archaic unit in charge of erecting protective measures for allies.
Taunt - When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. You can only have one mark active at a time. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.
Fighter LEVEL |
SPELL |
---|---|
3rd |
Detect Evil and Good, Shield of Faith |
7th |
Aid, Mirror Image |
13th |
Counterspell, Glyph of Warding |
19th |
Fire Shield, Private Sanctum |
Executioner
You are a unit built like an assassin so you can overpower unexpected foes.
Targeted Strikes - You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Once per turn, you can deal extra damage equal to a number of d6's equal to your proficiency modifier to one creature you hit with an attack if you have advantage on the attack roll.
Fighter LEVEL |
SPELL |
---|---|
3rd |
Divine Favor, Faerie Fire |
7th |
Branding Smite, Invisibility |
13th |
Blink, Speak with Dead |
19th |
Locate Creature, Modify Memory |
Healer
You specialize in the healing of team members. You're pretty much everyone's best friend.
Rescue - By using a bonus action, you can tend to one unconscious creature with 0 hit points within 5 feet of you, or your YoRHa Pod location. The creature regains hit points equal to your fighter level. You can use this action a number of times equal to your proficiency regaining all uses on a long rest.
Fighter LEVEL |
SPELL |
---|---|
3rd |
Cure Wounds, Healing Word |
7th |
Gentle Repose, Lesser Restoration |
13th |
Mass Healing Word, Revivify |
19th |
Death Ward, Freedom of Movement |
Augmented Casting
Starting at 7th level, you has been equipped with spells and tools to aid you in battle. You gain one augmented casting of your choice. When you gain certain fighter levels, you gain additional pod castings of your choice. Once at 10th level and again at 15th level.
Blade
Prerequisite: 15th level
Once per long rest you can cast blade barrier at 6th level
Bomb
You add scorching ray to your spell list. You may also cast scorching ray as a bonus action a number of times equal to your proficiency modifier at 2nd level per long rest.
Decoy
You add blur to your spell list.
Gatling Gun
Prerequisite: 10th level
You can cast magic missile as a bonus action at 1st level a number of times equal to your proficiency bonus per short or long rest.
Gravity
You add earthbind to your spell list.
Hammer
Prerequisite: 15th level
You can cast Harm once per long rest.
Laser
You add the guiding bolt spell to your spell list. You can cast guiding bolt at 1st level as a bonus action once per short or long rest.
Mirage
You add the silent image spell. You can cast silent image at 1st level a number of times equal to twice your proficiency bonus per long rest.
Missile
Prerequisite: 10th level
You can cast expeditious retreat at will.
Repair
Prerequisite: 15th level
Once per long rest you can cast heal at 6th level.
Scanner
Prerequisite: 10th level
You can cast detect magic at will.
Shield
Prerequisite: 10th level
Once per short or long rest you can cast wind wall. You also add wind wall to your spell list at 13th level.
Slow
Prerequisite: 10th level
Once per short or long rest you can cast slow at 3rd level. You also add slow to your spell list at 13th level.
Spear
Prerequisite: 10th level
Once per short or long rest you can cast erupting earth. You also add erupting earth to your spell list at 13th level.
Volt
Prerequisite: 15th level
Once per long rest you can cast chain lightning at 6th level.
Wave
You add shatter to your spell list
Wire
You add entangle to your spell list.
Dash and Evade
Starting at 10th level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash or Disengage action.
Unyielding
When you reach 15th level you can choose to gain resistance to a single damage roll. You may use this feature a number of times equal to your constitution modifier, regaining all uses when you finish a long rest.
Finisher
At 18th level you become a whirling dervish of death. When you roll a 1 on a damage die for an attack you make with a weapon that you are wielding, you can reroll the die.
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