Fighter
Base Class: Fighter

Arcane Scrappers use "Atoms" in order to fuel their equipment, allowing them to unleash powerful magic attacks or harden their defenses. Due to their repertoire of prosthetics, they will always have the right tool for the job.

Prosthetic Tools

At 3rd level, you gain the ability to create Prosthetic Tools. You may choose up to 2 prosthetic tools from the list below to create at 3rd level. At 7th and 15th level, you may create 1 additional Prosthetic tool. At 10th level, you may create 2 additional prosthetic tools. Upon reaching 18th level, you may create all prosthetic tools.

You also gain access to Atoms, which allow you to use your Prosthetic Tools.

Caltrops

As a Bonus Action, you may use an atom to release caltrops from your Prosthetic.

An area with a 5ft. radius (4 squares) is created at a point of your choosing within 15 ft. of yourself. The ground inside of this area is covered in caltrops. Any creature that walks or otherwise takes movement within this area must make a Dexterity saving throw with a DC of 15. Upon failing the save, the creature takes 1d4 piercing damage and it's movement is reduced by 10 ft. until they heal a total of health equal to the damage taken by the caltrops.

Any creature moving at half speed through this area doesn't need to make the saving throw.

Flying Axe

As an Action, you launch a modified handaxe from your prosthetic without using an atom. Make a ranged weapon attack using a handaxe. If the handaxe hits the target, it is embedded into it's target. If the handaxe misses it's target, it is embedded into the ground on the same space as your target.

As a bonus action, you may use an atom to telekinetically retrieve your handaxe. If the handaxe is embedded into a target, deal 1d6 slashing damage when you retrieve it. If the handaxe must pass through a creature to reach you, deal 1d6 slashing damage to the creature.

Grappling Hook

As a Bonus Action, you may use an atom to fire a grappling hook from your arm. If your target is an enemy, you must roll to hit.

Upon hitting a creature, your grappling hook is embedded into it. During your turn, you may reel in the grappling hook. If your target is at least one size larger than you, you will be pulled to the target. If the target is at least one size smaller than you, it will be pulled towards you.

If the target is an object, the DM may decide if you or the object is pulled.

Kinetic Burst

As an action, you can spend one atom to create a blast of kinetic energy in a 15ft diameter centered around yourself, or in a 15ft. cone. Any creature within this area must make a constitution saving throw with a DC of 10 + your strength modifier + your proficiency bonus. Upon failing the save, the creature is pushed outside of the range of this ability.

If a creature would be pushed into a wall, they take 2d6 bludgeoning damage.

Propulsion Arm

As a Bonus Action, you may use one atom to propel yourself up to 10 ft. in the air, towards a point of your choosing. If you choose a point that is not directly above you, you may choose to propel yourself at an angle, allowing you to move up to 10 ft. horizontally, as well as vertically.

Movement in this way does not provoke opportunity attacks.

Scrap Cannon

As an Action, you may use an atom to fire a cluster of burning scrap in a cone in front of you. Any creatures hit by this attack take piercing damage, and are ignited for 2 rounds.

Shield

As a reaction, you may spend an atom to cast the Shield spell on yourself or any target within 10 ft. of yourself.

Shifting Steel

Upon choosing this Prosthetic Tool, raise your armor class by 1.

As an Action, you may use an atom to atomically restructure your prosthetic. Gain temporary hitpoints equal to Your Fighter Level + Proficiency Bonus for a duration of 10 minutes. You may only gain temporary hitpoints in this way once per long rest.

In addition, upon using this tool, you may choose one elemental damage type (excluding radiant and necrotic damage) to gain resistance against for a duration of 10 minutes. Upon gaining this resistance, roll a d8. Based on the result of that roll, gain vulnerability to a random elemental damage type (excluding radiant and necrotic damage). If you roll the damage type you chose to gain resistance to, roll again. See description for the damage type table.

d8 Damage Type
1 Fire
2 Cold
3 Poison
4 Acid
5 Lightning
6 Thunder
7 Force
8 Psychic

 

Overclock

At 7th level, you have modified your prosthetics, allowing you to disable their safety mechanisms. When you use a prosthetic tool, you may choose to expend 2 additional atoms (3 if it is an action) to use the prosthetic tool an additional time immediately, and Overheat. Using your prosthetic in this way does not require an additional Action, Bonus Action, or Reaction, and does not require you to use any additional atoms to use your prosthetic tools.

Overheat. Roll a d12. If you roll a 1 or a 2, take fire damage equal to your fighter level. The next time you use for this feature, double the amount of dice you roll, and the damage you take. This feature resets upon taking a long rest.

Prosthetic Upgrade

You have grown more experienced in modifying your prosthetic tools. Upon reaching level 10, you may choose to modify one of your prosthetic tools, granting it an additional effect.

Caltrops: Puncture

Your caltrops have been modified to create deeper wounds. Any creature that is damaged by your caltrops will begin to bleed, taking 2 physical damage at the start of their turn while they are under the effects of your caltrops.

Flying Axe: Burst

When your flying axe is embedded into a target, you may choose to detonate it rather than retrieve it. As a Bonus Action, choose any amount of flying axes embedded into targets. At the cost of 1 atom per flying axe chosen, they all explode, dealing 1d8 fire damage to creatures in the same space as them, and 1d4 fire damage to any creatures within 15 ft. diameter.

Flying Axes that are detonated cannot be retrieved, and this feature cannot be used on them again.

Grappling Hook: Improved Winch

You may now choose whether you are pulled towards your target, or your target is pulled to you. If you attempt to pull a creature that is one size above you towards you, roll a contested strength check against the creature. If you succeed, they are pulled towards you. If you fail, you are pulled towards them. Any creature at least two sizes above you cannot be pulled towards you.

Kinetic Burst: Gravity Well

Your kinetic burst has been modified to pull creatures towards you instead of knocking them back. Any creature that would be pulled by kinetic burst is instead dragged towards you as close as possible.  Any hostile creatures that are pulled towards you is taunted, forcing them to choose you as their target for any attacks or spells for the next 3 rounds.

Propulsion Arm: Enhanced Jets

Your propulsion arm's power has been increased. Your propulsion arm can now propel you up to 30 ft. in any direction. Any creatures within 5 ft. of your starting point take 1d6 fire damage.

Scrap Cannon: Condensed Scrap

When using your scrap cannon, you may choose to condense the scrap into a single projectile, causing it to fly further before bursting. Instead of the cone beginning from yourself, you may choose a point up to 10 ft. away. The cone of damage will begin at this point, and extend away from you, as though you were standing on that point.

If a creature is hit by this projectile before it bursts, they take 2d8 fire damage and are ignited, taking 1d8 fire damage at the start of their next 2 turns.

Shield: Fortify

When casting shield on an ally using your prosthetic tool, they heal 1d4 + Your Fighter Level hitpoints. Your prosthetic shield can no longer be used on yourself.

Shifting Steel: Overcharge

Upon taking this upgrade, increase your armor class by an additional 1 point, for a total of 2.

Your prosthetic tool is overcharged, causing it to become more uncontrollable. When gaining temporary hitpoints due to this prosthetic tool, you gain twice as many. In addition to this, you gain 3 damage vulnerabilities, rather than 1.

Prosthetic Heart

You have advantage on saving throws against being charmed.

Reduce, Reuse, Recycle

You have learned to reuse your mechanical components. Upon reaching 18th level, you may choose to change your upgraded prosthetics each time you take a long rest.

Additionally, you may break down chunks of metals or minerals, allowing you to use them for your prosthetics. Whenever you break down item an item with metallic components, it is destroyed, and you heal 1d8 + (Your Fighter Level) hitpoints.

Scrap Elemental

You have learned to grant life to your scrap. At 18th level, you may use your action, as well as 5 atoms to create an amalgamation of sentient metal objects which will do your bidding. The elemental will obey your commands and complete them to the best of it's ability.

The elemental shares your initiative, and will take it's turn immediately after yours. You may command your elemental without using your Action or Bonus Action. The elemental lasts until it is either reduced to 0 hitpoints, or you choose to dismiss it.

This feature may only be used once per long rest.

Scrap Elemental

Armor Class 17

Hit Points 114 (12d10+48)

Speed 20 ft., Burrow 20ft.

STR
16(+3)
DEX
12(+1)
CON
15(+2)
INT
8(−1)
WIS
14(+2)
CHA
8(−1)

Saving Throws Str +9, Con +10

Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious

Damage Immunities fire, nonmagical bludgeoning, nonmagical piercing, nonmagical slashing

Senses Tremorsense 60ft.

Languages Terran, Telepathic Communication with it's creator

Proficiency Bonus +6

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

Recycle. Whenever the elemental uses Reduce or Scrap Ball, molten scrap is left behind. If the Scrap Elemental moves onto the same square as the molten scrap, the scrap is destroyed and the elemental heals 1d8+4 hp.

Siege Monster. The elemental deals double damage to objects and structures.

Unstable Creation. At the end of it's turn, the elemental loses 1d10 hitpoints

Actions

Reduce. Melee Weapon Attack: +10 to hit, reach 5 ft. cone, Hit: 18 (2d8+9) fire damage.

Scrap Ball. Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 13 (2d6+6) fire damage.

Bonus Actions

 Reuse. The elemental can use Reduce or Scrap Ball as a bonus action.

 

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