Fighter
Base Class: Fighter

A warrior who chooses to fight by the means of technology. With the use of their weapon mastery and the knowledge of tinkering that both expands on their combat and their skills as a whole, the technomantic warriors strive to enhance their weaponry, and armaments with the use of technological advancement and the knowledge they hold.

Weapon Nodes

At level 3, you learn the means to imbue magic and technology into small nodes. At the end of a long rest you can create up to 2 tiny metallic objects, attaching one node to any one melee weapons that lack the "Reach", "Thrown", and "Special" properties. You may only have up to 2 nodes at one time, and creating more nodes causes your first node to become inert. When you have a node attached to your weapon of choice, the weapons will always float beside you, staying within 5 feet of you, and will move with you even if you are involuntarily moved. If your weapon is moved more then 5 feet away from you your node goes inert, causing the weapon to fall to the ground. When the user comes back into contact with their node, they may use an action to reconnect to their node.

As an action, you can link your nodes to your mind, causing your weapons to fight for you at your whim. When linked to your node you are considered to be concentrating as if concentrating on a spell. Whilst concentrating on one of your nodes, you use your intelligence modifier for the attack and damage rolls. If you unwillingly lose concentration whilst using your node you gain a 1 level of exhaustion. Whenever you drop concentration on your nodes your weapon once more returns to floating beside you in a dormant state, requiring you to use an action to reconnect them. Using your weapons in this way requires the user to have a free hand in place of where the weapon would be (as in if you were to use a longsword with one hand you would need one hand free to manipulate the sword, and two hands if you were to consider the weapon two-handed.) As a bonus action on each subsequent turn, you can swap your concentration to your other weapon of choice that holds your node.

As part of your knowledge on tinkering and creating nodes, you also gain proficiency in Tinker's Tools.

Node Overclock

As a bonus action, whilst you are concentrating on your node, you can temporarily cause your node to charge with power. Until the end of your turn your floating weapon gains an extra 5 feet of reach, and deals extra force damage equal to your proficiency bonus. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Additionally, you gain the Sword Burst Cantrip. Starting at level 5, you can substitute one of your weapon attacks to cast this Cantrip. Intelligence is your spellcasting ability for this Spell.

Tinkerer's Protocol

You improve upon your nodes and your knowledge on technology as a whole, felling your body and mind guarded and your bond between your technology strengthen. At level 7, your time spent understanding your creations causes you to gain proficiency in Intelligence saving throws. If you already have this proficiency, you instead gain proficiency in Wisdom or Charisma saving throws (your choice).

Your nodes also gain an improvement, causing the floating weapons to be unremovable by outside forces when you are concentrating on them, as your skills have magnified their strength to stay close.

Weapon Repulsion

As your bond between your node weapons grows deeper, you hone your ability to defend. As a reaction you add your Proficiency Bonus to your AC to an attack that would hit, as your dormant blade lunges towards the enemy, blocking you from a strike. You may use this feature an amount of times equal to your intelligence modifier (minimum of one.)

Additionally, whilst concentration on your nodes, you have advantage on concentration check for your Weapon Node ability.

Swift Swap

Your nodes grow more swift, allowing for the user to increase their connection and durability when farther away. When concentrating on your node you can swiftly swap connections from one node to the next, substituting one of your weapon attacks with your dormant weapon, granted you have the free hands to use it. Once you have done so, your dormant weapon returns to floating behind you.

Your tinkering upon your nodes increases, finalizing their ability to enhance your armaments. When concentrating on your node, their natural reach increases by 5 feet, and you no longer gain 1 level of exhaustion from unwillingly losing concentration on your nodes.

Minds can move Mountains

You have unlocked the means of manipulating objects heavier than your weaponry. This allows you to, as an action, detach a node from your weapon and attach it to an object not currently being worn, or carried. Whilst your node is attached to said object, it is considered under the effects of the Telekinesis Spell. Additionally, if you attach both nodes to one object, they can carry up to 2,000 Pounds, can move up to 60 feet per turn, and can be upwards of 120 feet away from you. You must be concentrating on your nodes in order to manipulate objects in this way.

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