Fighter
Base Class: Fighter

Restriction:  Warforged or other similarly mechanical race

 

You never need to sleep; you never need to eat; you never need to stop.  And now, you never need to reload.

Reploids are the next evolution in combat.  Utilizing the never resting, never ceasing bodies of mechanical beings, we now have a soldier who is always armed, always ready for the fight.

Integrated Arm-Cannon

At 3rd Level, you have modified your mechanical body to have an integrated Cannon.  Your arm itself is a weapon in the form of a powerful magical cannon that fires blasts of charged energy. At will you can switch your hand and arm into the Arm-Cannon or back again.  While in hand form, it takes a DC20 Perception check to notice the 'irregularities' in your arm.

You are proficient with the Arm-Cannon. The Cannon is a two-handed ranged weapon that deals force damage based as shown in the Arm-Cannon column of the Arm-Cannon Damage table. Its normal range is 60 feet, and its maximum range is 300 feet. The Arm-Cannon uses Dexterity for its attack modifier and Intelligence for its damage modifier. This weapon does not require ammunition, as it fires a blast of energy generated from your own body.

In addition to its base damage, you can Charge your arm-cannon to deal additional damage.  As a Bonus action, you can pool energy into your arm, increasing the damage of your next attack by 1d6.  This damage increases as the base damage of your arm-cannon increases.  You can hold a maximum of 2 charges in your arm at any time, but holding a charge will require a Concentration check if you are attacked.

 

Level Arm-Cannon Damage
3rd 1d6 + Int
7th 1d8 + Int
10th 1d10 + Int
15th 1d12 + Int
18th 2d6 + Int

 

Body Modification

At 3rd level, you gain two Body Modifications of your choice. Your modification options are detailed at the end of the class description. When you gain certain Reploid levels, you gain additional modifications of your choice. Additionally, when you gain a level in this class, you can choose one of the modifications you know and replace it with another modification that you could learn at that level.

Level Body Modifications Available
4th 2
6th 3
8th 4
12th 5
14th 6
16th 7
19th 8

 

Spellcasting

At 3rd level, you gain the ability to cast spells by channeling the energy within you.  Your spell casting ability uses the the below table, and your spells known list uses the Spells Listing for the wizard spell list.  Your spell focus is your Arm-Cannon, and you can replace the material components(up to 50 gp) for spells with your internal energy.

Level Spells Known Spell Slots Slot Level
3rd 4 1 1st
6th 7 2 2nd
9th 10 3 3rd
12th 13 4 4th
15th 16 5 5th
18th 19 6 5th

 

Improved Arm-Cannon

At 7th Level, your expertise with your own body has allowed you to make upgrades to your Arm-Cannon.  You can implant up to 3 different Gemstones of at-least 500gp.  Each gemstone will allow you to change the damage type, depending on the table below.

Gemstone Damage Type
Ruby Fire
Sapphire Cold
Amethyst Lightning
Emerald Acid
Crystal Radiant
Obsidian Necrotic

 

Improved Capacitors

At 11th Level, the maximum number of charges your Arm Cannon may hold is increased by 1.

Nova Strike

At 15th level, as a Reaction to being attacked in melee, you can overload your Arm-Cannon.  The force of discharge causes you to deal 2d10 Fire and 2d10 Force damage to any creature within 5 feet of you, and forces you in a direction of your choosing up to 15 feet away.  This forced movement can not provoke an Attack of Opportunity.

Reploid Overload

At 18th level, you unlock the full power of your enhanced frame. As a standard action, you can over-charge your whole body.  For the next minute, you gain the following abilities:

  • Your base movement speed is doubled
  • Your base Arm-Cannon damage is doubled
  • You are surrounded by excess energy, increasing your AC by 5

At any time during this period, you can shunt all of the excess power in your system to your Arm-Cannon.  As a standard action, you may fire a huge blast of energy in a 15ft x 120ft line. All creatures in this line must make Dexterity saves; failure means they take 5d10 Radiant and 5d10 Force damage, while success means they take half.  Completing action will deactivate the above temporary abilities.

Body Modifications

PERFECTED REPLOID WEAPONRY
Prerequisite: 20th Level
You may add your proficiency modifier to Damage rolls, and the bonus Damage from each Charge.


FIREWALL
Prerequisite: 13th Level
You have advantage on saving throws against scrying, thought detection, or any other method of magically learning your whereabouts or reading your thoughts. For any such effect that does not grant you a saving throw but which requires the creature targeting you to make an ability check, the check is made with disadvantage.


TARGETING SYSTEMS
You gain a +2 bonus to Ranged Attack rolls you make with your Arm-Cannon.


IMPROVED TARGETING SYSTEMS
Prerequisite: 8th Level, Targeting Systems
You no longer have disadvantage when attacking at long range with your Arm-Cannon.


TARGET MOVEMENT RECOGNITION
Prerequisite: 8th Level, Targeting Systems
You no longer have disadvantage against prone enemies, or enemies within 5 ft of you.


ADVANCED TARGETING SYSTEMS
Prerequisite: 12th Level, Improved Targeting Systems
The maximum range of your Arm Cannon is increased to 500 ft.


GEM SLOT
You add an additional slot to put a gem into your Arm-Cannon, you may take this Body Modification up to 3 times.


BLADE MASTERY
Prerequisite 11th Level, Energy Blade
Reploid Reflexes grants 2 additional attacks while your Arm-Cannon is configured to be a blade.


NIGHT VISION
You gain Darkvision up to 60 ft.


ENERGY ABSORPTION SYSTEM
Prerequisite: 13th Level
Whenever you personally deliver the final blow to an enemy with any of your abilities you gain 10 temporary HP.


FAULT CONTINGENCIES
Prerequisite: 15th Level
You may reroll 1’s and 2’s for your Arm-Cannon Damage. You must use the new rolls.


COLLATERAL DAMAGE
Prerequisite: 15th Level
If your Arm-Cannon is holding the maximum number of charges, when you attack a creature any creature within 5 ft. must make a Dexterity save using your Energy save DC, on a failure they take the damage as well, on a success they take no damage.


CANNON UPGRADE
Prerequisite: 5th Level
Your Arm-Cannon gains a +1 bonus to its attack and damage rolls.


SUPERIOR CANNON UPGRADE
Prerequisite: 9th Level, Cannon Upgrade
Your Arm-Cannon gains a +2 bonus to its attack and damage rolls.


ULTIMATE CANNON UPGRADE
Prerequisite: 15th Level, Superior Cannon Upgrade
Your Arm-Cannon gains a +3 bonus to its attack and damage rolls.

ENERGY BLADE
You may channel the energies of your Arm-Cannon to form a stream of energy, creating a blade with a reach of 5 ft. Your damage die is increased by one step when attacking with the blade, you cannot charge your Arm-Cannon when it is in this form.


LEG THRUSTERS
Your Movement speed is increased by 10. Additionally, your jumping distance is doubled.


LEG JETS
Prerequisite: 6th Level, Leg Thrusters
You may Dash and Disengage as a bonus action.

JET PROPULSION SYSTEM
Prerequisite: 13th Level, Leg Jets
You gain a flight speed of 30 ft

IMPROVED ALLOYS
Your AC is increased by 1.

LIGHTWEIGHT ALLOYS
Your Arm-Cannon is changed to a one-handed Weapon.

IMPROVED CAPACITORS
Prerequisite: 11th Level
Charging as a bonus action now grants 2 charges

Reploid Image

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