Fighter
Base Class: Fighter

These fighters have decided to use their smithing knowledge to create amazing suits of armor that they fight in. Instead of using swords and shields, they are more adept to using more creative solutions while inside their suits. Most of the time, you never see these fearsome warriors ever leave their suits, they simply become one with it. A War Machines armor is his protection, his weapon and all he owns, making it the only thing that matters to him. Using magic, this fighter can make the impossible seem possible.

 

Level

Features

Upgrades Available

3

Armorer's knowledge, Harder Better Faster Stronger

1

4

-

1

5

-

1

6

-

2

7

Specialization Mark 1

2

8

-

2

9

-

3

10

Specialization Mark 2

3

11

-

3

12

-

4

13

-

4

14

-

4

15

Specialization Mark 3

5

16

-

5

17

-

5

18

Specialization Mark 4

6

19

-

6

20

-

6

3rd Level: Armorer's Knowledge

You gain a suit of armor with the same stats of plate armor. It has an AC of 14 and you have disadvantage on Dexterity(Stealth) checks made inside the armor. You also can't have any weapons, shields or large items while inside the armor. You gain proficiency in smithing tools and tinker tools. If you already have proficiency in those, you gain expertise with them when working on your suit. You receive the suit for free when you hit level 3, but if it is lost or destroyed, it costs 500gp + 25gp for every upgrade used.

3rd Level: Harder, Better, Faster, Stronger

While inside the suit, you have proficiency with all weapons used while inside. You also can apply upgrades to the suit, shown on the War Machine leveling table. You can switch out upgrades every time you level up or pay 25gp and use tinker tools (Intelligence Check DC: 8+Proficiency Bonus).This takes about one minute. You cannot add an upgrade you don't have the prerequisites for. You can add an upgrade for 50 gp into an open upgrade slot by using smithing tools (Intelligence Check DC: 8+Proficiency Bonus). If either of these fail, you lose the tools, but keep the money. You must wait 1d4+2 hours to upgrade or switch each time. When you first get the suit you get the arm blade and crossbow. You can switch to better upgrades without expending one slot, such as going from crossbow to double crossbow to semi-auto crossbow though switching. The crossbow is a simple weapon that behaves like a crossbow, and takes one action to fire, and then one to reload it and does 1d8 piercing. The arm blade is a simple long sword that does 1d6 slashing.

Adamantine Plating

Requires: Superior Plating

You have made your armor nearly impenetrable. It now has an AC of 20

Air Holding Tanks

You have tanks that store air on your suit. You can breath underwater for an hour. You have a swimming speed of 20ft.

Aquatic Adaptibility

Requires: Bigger Tanks

Your air tanks can now sustain you for a long time. You can breathe underwater for 12 hours and have a swimming speed of 40 ft.

Arcane Arm Blade

Requires: Superior Arm Blade

Using your knowledge of arcane celestial magic, you infuse your arm blade with magic and it now does 1d6+2 radiant damage and 1d6+2 piercing.

Arcane Blasters

Requires: Automatic Crossbow

Using your magic of the arcane, you convert you convert your crossbow/s into arcane blasters. They require no ammunition and do 2d6 Lightning Damage

Automatic Crossbow

Requires: Semi-Auto Crossbow

You have made your crossbow fully automatic, which means you can fire with a clip of 25 without reloading.

Basic Flight

You have equipped some basic engines on your armor to make it fly, giving you a fly speed of 40ft

Better Arm Blade

Requires: Arm Blade

You have upgraded your arm blade to do 1d8 piercing.

Bigger Tanks

Requires: Air Holding Tanks

You made your tanks bigger. You can now breathe underwater for 4 hours. You have a swimming speed of 30ft.

Double Crossbow

Requires: Crossbow

You now have crossbows on both arms of the suit which you can fire both as one action, and can reload both as one action.

Dual-Wield

Requires: Arm Blade

You gain a second arm blade which acts as another blade which you attack one target with both in one round.

 

Ease of Entry

You have made it easier to enter your suit, it now only takes one action to don and doff it.

Faster Joints

You have found a way to smooth out and help speed up in the suit. Your base walking speed is +20ft.

Gills

Requires: Aquatic Adaptability

You have added gills to get oxygen from water. You can now breathe underwater indefinitely. You also have fins and use oxygen for propulsion. You have a swim speed of 60ft.

 

Give it Some More Gas!

Requires: Supersonic Flight

You have mastered flight in your suit. Your flight speed is now 100ft. You can also use a bonus action to increase it to 150ft for five minutes. This feature is usable once per short rest.

 

Greater Mobility

Requires: Faster Joints

You have boosted your speed yet again. Your base walking speed is +40ft.

 

Improved Turret

Requires: Shoulder Mounted Turret 

You have improved your turrets damage. It now shoots 3 Magic Missile darts. You can now use a bonus action to fire 1 Magic Missile Dart from it.

Modularization

Requires: Speed Suit Up

You can now disassemble and reassemble the suit with ease, you can store the parts of the suit in a space large enough to hold a cubic foot of material and can reassemble/disassemble it as an action.

Quick Recall

Requires: Modularization

You have figured out how to use magic to make your suit tiny. Your armor now shrinks into a tiny disk, that using a bonus action to activate, will cover your body in the suit. You can also use a bonus action to stow it away.

 

Reinforced Plating

You have upgraded your armor to have an AC of 16

Semi-Auto Crossbow

Requires: Crossbow

You upgrade your crossbow so you can fire 8 shots without reloading

Shoulder Mounted Turret

You have added a small turret on your shoulder. Using your reaction, if attacked, it will cast one dart of Magic Missile. This only has 5 charges. Replenish 1d4+1 charges on a short rest.

Speed Suit Up

Requires: Ease of Entry

You can enter and exit your suit with utter ease, you can now don and doff the suit as a Bonus Action.

Subsonic Flight

Requires: Basic Flight

You have increased your suit's power to the engines, increasing your flight speed to 60ft.

 

Superior Arm Blade

Requires: Better Arm Blade

You have made your arm blade even stronger and more devastating, it now does 2d6 piercing.

Superior Plating

Requires: Reinforced Plating

You have increased the thickness of your armor, increasing its AC to 18

Supersonic Flight

Requires: Subsonic Flight

You added extra control surfaces to help maneuverability and made your armor more aerodynamic, increasing your flight speed to 80ft

Supreme Turret

Requires: Improved Turret 

Your turret can now shoot 5 Magic Missile darts as a reaction. As a bonus action, you can fire 3 Magic Missile darts from your turret.

Two Shoulders, Two Turrets

Requires: Shoulder Mounted  Turret

There are now two turrets on your shoulders. They can act separately or together.

Walking Tank

Requires: Adamantine Plating

You have become a walking fortress. You have an AC of 22 and critical hits have no change to damage dealt.

 

7th Level: Specialization Mark 1

You have decided to make your armor more different than most other sets. You may choose 1 upgrade path to follow. You gain an extra path if you have an Intelligence of 20. You gain an extra path if you have a Wisdom of 20. These paths will come into effect immediately. It costs 100 gp to apply the first upgrade of any path. It takes a set of smithing tools and a Intelligence Check DC 10 to add an upgrade to your suit with smithing tools and a intelligence check DC 10. If you fail this check you must wait 3d4+3 hours before you try again. You may add half your proficiency bonus to this check.

Basic Self-Defense

You have improved your suit to be give you certain advantages on defense. You can no longer be surprised. Your Passive Perception gains +2.

Basic Shield

You want to be completely unstoppable. You gain a shield that attaches to your armor. Your AC is +2.

Lasers and Light Shows

You have developed basic arcane blasts of light. You have installed a channeler on your arm which does 4d8 radiant damage. You gain 5 charges for this. Roll a d4 to regain charges during a short rest. All charges are restored during a long rest.

10th Level: Specialization Mark 2

You have become one with your armor. You may pick another fighting style from the Fighter Class list. You also gain dark vision while in your armor. You pay 200 gp to add the next upgrade to your suit with smithing tools and a intelligence check DC 15. If you fail this check you must wait 2d4+2 hours before you try again. You may add half your proficiency bonus to this check.

Better Defense

You have fused a little bit of yourself into the armor itself. You can exit the armor and have it behave as a clay golem without the beserk function. If at any time it's hp hits 0, the suit will return to you immediately. You can use this feature for 15 minutes before it tries to return.

Better Lasers

Your lasers now do 5d8 radiant. You now have 10 charges and roll a d6 to recharge during a short rest. You can change out the radiant damage for lightning damage if you choose.

Better Shield

You have increased the density of your shield. You gain +3 AC when it is out. The shield will also now fold down and can be stored or taken off the suit and used separately.

15th Level: Specialization Mark 3

You have become more and more proficient with your armor. You now gain advantage on all intimidation checks while inside. You pay 350 gp to add the next upgrade to your suit with smithing tools and a intelligence check DC 20. If you fail this check you must wait 1d4+1 hours before you try again. You may add half your proficiency bonus to this check.

Epic Defense

Your suit now behaves like a stone golem when you leave it. You can now also spend 1d4+1 hours making a small clone of your armor with the stats of animated armor, but it also has all the upgrades you have applied to the suit. You may roll initiative and control it using the actions from your suit. You may not have more than one clone out at any time.

Epic Lasers

You have increased your laser power even more. Your lasers now do 6d8 damage. You have 15 charges. You can now use up to two charges at once and combine the damage. 

Epic Shield

Your shield now gives a +4 AC. You can now throw it for 2d8 bludgeoning damage and knock an enemy back 10ft.

18th Level: Specialization Mark 4

You have become a master in your suit. You gain resistance to all forms of peircing, slashing, and bludgeoning damage. You may upgrade your chosen path/s to the next level. You pay 500 gp to add the next upgrade to your suit with smithing tools and a intelligence check DC 25. If you fail this check you must wait 1 hour before you try again. You may add half your proficiency bonus to this check.

Supreme Defense

Your armor now behaves like an Iron Golem when it is acting alone. Your clone now has animated armor hp*2. You can have 3 of them out at once. It now takes 2 hours to make one and each one has +1 initiative

Supreme Lasers

Your lasers are rays of mass destruction. You can now do 7d8 radiant damage with your lasers. You gain 20 charges and use a d8 to replenish charges during a short rest. You may use 5 charges at once to release a massive surge of energy doing 15d20 damage. Your laser system is fried though and you can use any radiant or lightning damage from any part of your suit for 2d4+2 hours.

Supreme Shield

Your shield now gives +5 AC. When thrown, it now does 3d8 bludgeoning and knocks an enemy back 20 feet and that creature makes a dexterity saving throw DC of 18. If they fail, they are knocked prone. You also give a +2 AC bonus to all allies within 10 feet of you

Previous Versions

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5/9/2019 3:05:38 PM
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