Fighter
Base Class: Fighter

You stumbled upon a suit of some kind, like an exoskeleton. As you examined the item, it moved on its own, tendrils leap out attaching itself to you, piercing your skin in several places, permanently melding itself with your body. It pierced the back of your neck at the base of your skull, connecting your mind to the suit, making it a true extension of your body. The exoskeleton seems to be psionic in origin. It strengthens you your body & mind are completely altered. When the suit is activated you are in peak physical form. Adapts to your surroundings. Truly turning you into something completely new.

Ekoskeleton Configuration

When you choose this Archetype at 3rd level, you gain the ability to synergize with the exoskeleton on your body. Giving you access to these abilities

Evolved Armor:

The exoskeleton evolves to form armor around you. The armor has a base set of 18, and gives you access to two weapons Cresent Moon, and Brain Blaster. You are unable to wear armor because of the exoskeleton. 

Power Charges:

You have 3 uses of Power Charges, which are used to power certain abilities granted by this subclass. You regain all expended power charges whenever you complete a short or long rest.

You gain 2 more uses at 7th, 10th, and 15th Level.

You can use a Power Charge to regain a use of Second Wind (No Action Required)

Analyze and Adapt

Your exoskeleton can analyze the fight patterns, strengths, and weaknesses of your enemies. When a creature you can see within 100 feet of you makes an attack or casts a spell, you can use your reaction to expend a Power Charge and analyze that creature. For the next minute, you gain one of the following effects against your target (your choice):

  • You gain a +1 bonus to attack and damage rolls against your target.
  • You gain a +1 bonus to your AC against your target.
  • Your attack rolls against your target have advantage.
  • Your target's attack rolls against you have disadvantage.

Beginning at 17th level, you can choose from the following effects:

  •  You gain a +3 bonus to attack and damage rolls against your target.
  • You gain a +3 bonus to your AC against your target.
  • Your attack rolls against your target have advantage. This advantage cannot be canceled out by disadvantage.
  • Your target's attack rolls against you have disadvantage, and the target cannot benefit from having advantage against you.

Psychic Threads

At 3rd level, you can expend a Power Charge to magically summon spectral tentacles that strike at your foes. As an action, you can create 4 spectral tentacles originating from yourself. The tentacles last for 1 minute or until you fall unconscious.

As a bonus action, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 psychic damage.'

When you reach 10th level in this class, the damage increases to 2d8, and advantage on all Strength Checks.

Altered Brain Chemistry

Beginning at 3rd level, the exoskeleton has permanently altered your brain chemistry. You can cast Comprehend Languages, this ability recharges on a Short Rest.

Mystical Bastion

Your exoskeleton can project a shield of pure lightning energy from one of your forearms. Beginning at 7th level, you can expend a Power Charge as a reaction to activate the shield, choosing one of the following options.

Rally Barricade:

A waist-high barricade that extends to the ground and 5 feet to your right and to your left. Any creature standing behind the barricade (including you) is granted half-cover. A creature standing behind your barricade can use half of their movement to kneel behind the barricade, gaining full cover. Your movement speed is reduced to 10 feet while projecting this shield, and you cannot kneel behind it to gain full cover. The barricade lasts for 1 minute or until deactivated (no action required), and you cannot redeploy the shield in the same round that it was deactivated.

Full Bunker:

A towering wall that extends to the ground, 5 feet above your head, and 10 feet to either side of you, granting you and any creatures standing behind it full cover. The shield has an amount of hit points equal to twice your Fighter level, an AC of 10, and resistance to lightning damage. If the shield is reduced to 0 hit points, it deactivates. The shield lasts for 1 minute, or until you deactivate it (no action required), and you cannot redeploy the shield in the same round that it was deactivated. You cannot move or take the attack action while projecting this shield.

Beginning at 15th level, you can redeploy the shield in the same round that it was deactivated.

Psyonic Luminance

Beginning at 7th level, you can use a Power Charge to Overcharge your exoskeleton for a Psyonic Blast. When you use this attack, each creature in a line that is 5 feet wide and 60 ft long originating from your chest must make a Dexerity Saving Throw. A creature caught in this takes 5d10 force damage on a failed save, or half as much damage on a successful one. This overcharge can be used once per long rest.

The damage increases to 8d10 at 11th level, and 11d10 at 17th level.

Emergency Recharge

Beginning at 10th level, your exoskeleton regenerates energy at an accelerated rate. On your turn, you can use your action to regain all expended Power Charges. Once you use this feature, you must finish a short or long rest before you can use it again.

Juggernaut

Beginning at 15th level, you can expend a Power Charge as a bonus action to reconfigure your armor into a new form, granting greater protection, but sacrificing maneuverability. The reconfiguration lasts until you deactivate it (no action required). When you activate this feature, choose one of the following options:

  • +2 AC, -5 ft. movement speed 
  • +4 AC, -15 ft. movement speed
  • +8 AC, -30 ft. movement speed

One with Mind, Body, and Soul

Beginning at 15th level, your exoskeleton has melded with your mind, body, and consciousness becoming one with you. You gain proficiency with Wisdom and Intelligence saving throws. By using a Power Charge, you may add your proficiency bonus to any Wisdom or Intelligence roll you make.

CogniRestore

Starting at 18th level, you have merged with the exoskeleton forming a regenerative skeleton just beneath your skin. While you are conscious, at the start of each of your turns, you regain 1d10 hit points if you have no more than half of your hit points left.

You also are immune to poison, disease, and gain advantage whenever you are required to make a death saving throw.

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