Fighter
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.

YoRHa Pod

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.

STR
4 (−3)
DEX
15 (+2)
CON
12 (+1)
INT
16 (+3)
WIS
10 (+0)
CHA
7 (−2)

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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