Fighter
Base Class: Fighter

You are the living embodiment of war machinery. Due to happenstance, you have been tinkered on, built out of and experimented on in dimensions unfathomable by general moral views. Through your confines, you are able to mobilize immense power at a cost.

Sentience of Two

3rd Level Dreadnought feature

You have been built into a walking amalgamation of consciousness and therefore gain access to information of old. You don't understand the process, but when questioning certain topics, new memories are built within your mind. These memories can overwrite existing ones, making you more resistant to mind affecting charms.

-You gain proficiency in the History and Religion skills
-You have advantage on History and Religion Skill Checks when trying to recall archaic information long forgotten or rarely known by young generations.
-You have advantage on saving throws against being charmed.

Adeptus Mechanicus

3rd Level Dreadnought feature

 Your physical body places restrictions on you when it comes to physical mobility, however your firepower increases:

  • You have +1 AC due to your enhanced body armor.
  • Your size category is large. Therefore you have twice the carrying, lifting, dragging and pushing capabilities of a medium sized creature.
  • Your worn armor is incorporated into your body and cannot be removed against your will. Only you are able to shift in and out of armors depending on your needs.
  • Due to your massive size you have advantage against grappling attempts made against you and to break free from one.
  • Creatures can walk in between your legs and stand in the same space that you occupy. When kneeling done (being prone) you are large enough to still grant creatures behind you quarter cover
  • You have -5 walking speed due to your heavy weight
  • Any attempt at an Acrobatics Check is made at disadvantage due to your heavy weight
  • Ranged Weapon Attacks at melee range don't suffer disadvantage
  • You need 20ft. movement to recover the prone condition

["Go easy on me, this was not easy"] Your new body comes with offensive capabilities in the design of weapons of old and new, called Armaments. Choose two from the Armaments table below now and one again at level 7,10,15 and 18. You cannot replace a formerly chosen weapon with another at any given point. Almost every weapon is able to blunder (Nat 1) when rolling an attack roll and have different effects based on the Armament. Every weapon counts as a natural weapon in which use you are proficient. Some Armaments require time to reload until they are able to be used again; after using said Armament you can use it again after a time set by the "Reload" modifier. You can only have 2 Arm and 1 Back Armament selected, there is no limit to side Armaments, however. If a Weapon requires a creature to make a saving throw, it is equal to 8 + proficiency bonus + strength modifier.

Armaments:

Name

Available at Level

Body Type

Range in ft.

Targets

Attack Roll or Save

Scaling Attribute

Damage

Reload

Effect

Blunder

Chain Fist

3

Arm

5

1

Melee Weapon Attack

Strength

2d8

0

-

-

Power Fist

3

Arm

5

1

Melee Weapon Attack

Strength

1d10

0

On hit the target must succed a strength saving throw or be pushed away 10ft.

Nat 1 = Reload 1

Flamestorm Cannon

10

Side

20/centered from you

Line

Saving Throw

Constitution

5d8

2

Saving Throw success = Half Damage, Ignores Half Cover

-

Twin-Linked Missile Launcher

15

Back

120/10 placed inside range

Radius

Saving Throw

Dexterity

4d6

2

Place two projectiles within the 120ft. Range, they cannot cross radius. Saving Throw success = Half Damage

-

Meltagun

3

Side

30

1

Ranged Weapon Attack

Strength

3d10

1

Ignores Adamantium Crit reduction effects and has +2 to hit against metallic creatures or creatures wearing metallic armor

Nat 1 = Overheated you take the damage rolled instead

Seismic Hammer

7

Arm

10/centered on you

Radius

Melee Weapon Attack

Strength

1d8

1

The radius affected becomes difficult terrain for 1 minute. You are unaffected by this.

Nat 1 = The ground is unaffected

Grav-weapon

10

Back

40/centered from you

Cone

Saving Throw

Strength

2d10

3

Creatures hit have their speed reduced to 0 and are knocked prone until the end of their next turn on a fail, Unaffected when succeeding

-

Volkite Culverin

18

Side

600

1

Ranged Weapon Attack

Strength

5d8+25

4

Attack Roll mit Advantage auf nicht-Undead or Construct creatures

Nat 1 = Power drained you cannot act for 1 turn

Autocannon

3

Side

60

1

Ranged Weapon Attack

Strength

1d12

0

-

Nat 1 = Roll 1d4 (1North,2East,3South,4West) you hit the next creature standing in your way

Twin-Linked Lascannon

15

Back

200

2

Ranged Weapon Attack

Strength

3d12

2

A creature hit has their AC reduced by 3 until the end of your next turn

Nat 1 = Independent firing results in you losing balance and falling prone

Autocannon

Autocannon

Chain Fist

Chain Fist

Flamestorm Cannon

Flamestorm Cannon

Grav-Weapon

Grav-Weapon

Meltagun

Meltagun

Power Fist

Power Fist

Seismic Hammer

Seismic Hammer

Twin-Linked Lascannon

Twin-Linked Lascannon

Twin-Linked Missile Launcher

Twin-Linked Missile Launcher

Volkite Culverin

Volkite Culverin

There is no strength in flesh, only weakness

7th Level Dreadnought feature

As a measure against unexpected magical evil, your Armaments have been enhanced to hit the ethereal and bypass immunities:

-Your Armaments Weapon Attacks and AoE effects count as magical attacks for the purpose of overcoming resistances and immunities to nonmagical damage.

Additionally, your hardened body grants you resistance to physical damage:

-Once per long rest as a reaction, you can half the damage of any bludgeoning, piercing or slashing damage attack that hits you.

There is no constancy in flesh, only decay

10th Level Dreadnought feature

Your mind is enough to keep the metal moving and continuing it's mission:

-When reduced to zero hit points but not killed instantly: The next time you would have to throw a Death Saving Throw you instead regain all your uses of the Second Wind fighter feature and regenerate hit points equal to twice your fighter level plus your constitution modifier. Your turn then continues as normal. You can use this feature once per long rest.

There is no certainty in flesh but death

15th Level Dreadnought feature

Your weapon attacks score a critical hit on a roll of 18–20.

There is no truth in flesh, only betrayal

18th Level Dreadnought feature

Perfecting the way of Offense in a ritualistic way, you have become combat perfection:

-Critical Hits against you only count as normal hits
-Whenever you use your Action Surge fighter feature, you can reduce the Reload of an Armament currently offline by 1
-You gain resistance against nonmagical bludgeoning, piercing and slashing damage

Comments

Posts Quoted:
Reply
Clear All Quotes