Base Class: Fighter
These Fighters have learned to build, or have been suppllied with powerful magical and mechanical gauntlets that use materials gained from devils and demons as essential components in their construction. The use of these gauntlets eventually allows them to transform and enchance their bodies as well.
Devil Breaker
You have learned to build and maintain power gauntlets known as Devil Breakers. You may wear only wear one of them at a time. If you are missing an arm, this gauntlet can replace it and functions just as well as a normal arm. A Devil Breaker cannot be removed from you unless you will it. A Devil Breaker counts as a simple melee weapon, dealing 1d6+STR Mod bludgeoning damage. You may choose to use your INT Mod for the attack and damage roll instead. You may hold a number of Devil Breakers equal to your Proficiency Bonus. At the end of a Long Rest, you may build as many Devil Breakers as you can hold, and each one may be whatever Model you wish. When a Devil Breaker is destroyed, you can use one attack or a bonus action to equip a new one. You can also use an action to unequip one functional Devil Breaker and equip another. You currently know two Models. You learn how to build new Models at certain levels in this class. Each Devil Breaker has a number of uses equal to your Intelligence Modifier. Some Devil Breakers and later class features force creatures to make Saving Throws. Your Saving Throw DC for these =8+Prof Bonus+INT Mod. Each Devil Breaker has a number of charges equal to your INT Modifier. The description of each specifies their function and how their charges are spent. When all charges are spent, that Devil Breaker is destroyed and no longer functional. At the end of a Short Rest, you may rebuild one destroyed Devil Breaker. You may also change a currently functional Devil Breaker from one model to another. You may use each of these features once and regain the ability to do so again at the end of Long Rest. You know how to build the Overture and Gerbera Models
Overture and Gerbera
Overture: Once per turn, when taking the attack action, you may expend one charge to replace one attack with a blast of electical energy. All creatures within a 10ft cone of you must make Dex Saving Throws or take 1d10 lightning damage and be pushed 10ft away from you on a failed save. Creatures take half that amount on a successful saveand are not pushed back. Overture's damage increases to 2d10 at 5th Level, 3d10 at 11th Level, and 4d10 at 17th Level. At 10th Level, you may add your INT Mod to the damage. You may also use this as an action.
Breakage: As a bonus action, or as a replacement for one Attack, you can strike a target and attach Overture to it. Is removed from your arm and is considered destroyed. The next time that creature takes damage from an attack, that Overture explodes, dealing 5d10 fire damage to the target. All creature withing 10ft of it must make DEX Saves and take the same damage, or half as much on a success. mulitple Overtures can be applied to mulitple targets, or the same target. All Overtures on a single target explode simultaneously, causing only a single DEX Save and instance of damage.
Gerbera: As a bonus action, you may blast a small focused shockwave out of your palm, causing you to lauch yourself 15ft in any direction in a straight line. This movement does not provoke oppurtunity attacks. As a reaction, you may expend one charge and fire a shockwave and attempt to parry an incoming attack that you can see. When you are hit by an attack, can reduce the damage by an amount equal to 1d12+INT Mod+your Fighter level. You may expend multiple charges at once during this reacion, adding 1d12 to your roll for each one. If you reduce the damage to 0 on a ranged attack, you reflect the projectile back at the sender. The sender must make a Dex Save against your Devil Breaker DC or suffer the normal effects of that attack.
Breakage: As an action you may choose to fire a 30ft line AOE or a 30ft sphere AOE centered on you. All creatures in the line must make CON Saves and take 5d10 force damage or half on a success. All creatures except you in the sphere AOE must make DEX Saves and take 5d6 force damage, or half on a success. The Devil Breaker is then destroyed.
Blue Rose
Your artificing knowledge has granted you a magical revolver. You gain proficency in Tinker's Tools. You are proficient with this gun. It uses the same stats as a Pepperbox except, it does 1d6 piercing damage, It's attacks are magical,it cannot backfire, and you can choose to use your INT Mod instead of DEX for the attack and damage rolls. When using the Attack action, you can fire Blue Rose once as a bonus action.
Wire Snatch
You have implemented a durable grappling wire into all of your Devil Breakers. As a bonus action, you can force a creature within 30ft of you that you can see to make a Dex Saving Throw. On a failed save, your wire breifly attaches itself to the target and pulls it in a straight line to the closest space within 5ft of you. On a successful save, the wire misses or fails to get a firm grip on the target. If you attempt Snatch on a target of a size category larger than you, you are pulled towards the target intstead. Snatch can also be used on walls, ledges and objects in the envirionment. It is up to the DM to decide where this is specifically applicable. This is considered forced movement and a target may choose to fail.
Punchline and Rawhide
You have learned to build the Punchline and Rawhide Models
Punchline: As a bonus action you may expend a charge and launch a portion of the gauntlet towards a creature within 60ft of you as a seeking projectile. The creature must make a DEX Save or take 2d4 bludgeoning damage. The creature must repeat the saving throw at the start of each of it's turns a number of times equal to your INT Mod, after which it is recalled. You may recall the gauntlet at an time(no action required) but you cannot recall use any of it's fucntions until it has been recalled.
Breakage: As an action, you may overcharge Punchline's jets and attempt a powerful punch. Make an attack with your Devil Breaker. On hit, it deals 6d12 bludgeoning damage and the target is knocked prone.
Rawhide: You may expend one charge as part of the attack action and replace any and all of those attacks with whips from Rawhide. Each attack replaced is worth 1 whip. Each whip causes every creature within 10ft of you to make DEX Saves. On a failiure, the creature takes 1d10 slashing damage. Rawhide also enchances Wire Snatch. When using Wire Snatch, you may choose to use Rawhide instead. When using Wire Snatch in this way, it's range is increased to 40ft, it deals 1d4 piercing damage to the target for every 10ft it travels and you may attempt to use this ability on creatures that are up to one size category larger than you. If you are still moved instead, you deal 1d4 piercing damage to the target and also 1d4 bludgeoning damage for every 10ft you travel, as can choose to kick your target when arrive within 5ft of them.
Breakage: As an action, each creature within 10ft of you must make a DEX Save starting clockwise or counterclockwise(your choice). Once a creature fails this save, the rest no longer make it. Once a creature fails this save, it is attached to Rawhide and you immediately execute 3 whips with Rawhide. Every creature within 10ft makes DEX Saves for this effect as normal, but the damage is changed to bludgeoning(or a different approprate type) and the attached creature takes half the damage each creature takes, when they take it. After 3 whips have been executed, the attached creature is slammed into the ground at an unoccupied space within 10ft of you, takes 3d10 bludgeoning damage, and is knocked prone. The Devil Breaker is then destroyed.
Breakage
You may overcharge a currently equipped Devil Breaker to unleash a powerful attack or abilty, at the cost of destoying that Devil Breaker. The specfics of these effects are described within the Devil Breaker Model descriptions.
Tomboy
You have learned to Build the Tomboy Devil Breaker Model.
Tomboy: As a bonus action, you may expend one charge and enchance a melee weapon you are holding. Until the end of the current turn, all attacks with that weapon deal an extra 1d6 thunder damage. Alternatively, you may choose to enhance Blue Rose instead. When enhanced, you may use an action on this turn to unleash a powerful 15ft wide, 80ft long line AOE. Every creature within it must make a CON Save and take 4d10 thunder damage, or half on a success.
Breakage: As a bonus action you can overcharge Tomboy and enchance both Blue Rose and a melee weopon you are holding for a number of rounds equal to your INT MOD, starting the count on the turn after this one(minimum of 1). Your melee weopon now does an extra 1d8 thunder damage on all attacks and you may add your INT Mod to the attack rolls. You cannot equip any other Devil Breakers while this effect is active. After the effect ends, this Tomboy is destroyed.
Devil Trigger
Your proximity to and use of devilish components has allowed you to transform. Once per Long Rest, you can transform as a bonus action and gain the following benefits.
You resist all non-magical damage
You gain a bonus to your AC equal to your Prof Bonus
You regain HP equal to your Prof Bonus at the start of each of your turns
You gain +10ft walking speed
You gain two translucent, clawed wings, granting you a flying speed equal to your move speed and deal an extra 1d6 force damage on all melee attacks and attacks with Blue Rose as well as adding a bonus to these attack rolls equal to half of your Prof Bonus(rounded down). These can also be used to grapple creatures up to one size category larger than you, although you cannot fly while one of your wings is grappling a target.
This transformation lasts for 1 minute, unntil you die, or until you choose to end it(no action required)
Ragtime
You have learned to build the Ragtime Devil Breake Model
Ragtime: As a replacement to one attack during the Attack action, or as a bonus action, you can expend one charge and replicate the effect of the Slow spell on a single creature within 30ft of you that you can see. It does not count as a spell, requires no concentration, and lasts until the start of your next turn.
Breakage: As a bonus action, you force every creature within 30ft of you to be subjected to the effect of the Slow spell. This still requries no concentration, but lasts a number of rounds equal to your INT Mod. The start of your next turn will be considered the first round. Your current Ragtime cannot be unepuipped or used again at all until the time on this effect has expired, unless there are no creatures currently affected by this effect. Once either happens, this Ragtime is destroyed.
Trigger Heart
You regain your use of Devil Trigger on Short Rests.
Showdown
Once per Devil Trigger, you may use an action to unleash 7 powerful attacks with a melee weapon. Each attack deals an extra 3d6 force damage, and the final strike is a 10ft cone AOE, dealing an additional 2d6+Prof Bonus force damage(5d6+Prof Bonus force damage total), forcing a DEX Save and taking half damage on a success.
Previous Versions
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12/10/2022 3:46:58 PM
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12/10/2022 6:26:35 PM
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Coming Soon
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