Fighter
Base Class: Fighter

Forged in the crucible of arcane experimentation, the Hexforged is a warrior transformed by the darker power of the arcane. Their hearts replaced with Hex Cores, these fighters harness the raw magical energy stolen from mages to fuel their combat prowess. Few survive the torturous transformation, but those who do emerge as formidable warriors, capable of summoning magical constructs and unleashing devastating attacks.

Hexforged are battle-hardened fighters who have undergone this perilous process, trading their mortality for a chance at unimaginable power. Their bodies now vessels for the arcane, wielding raw energy to shatter their enemies and reshape the battlefield.

Firearm Proficiency

Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Arcane Arsenal

At 3rd level, you gain proficiency with the arcane forces that fuel your combat prowess.

Hextech Armaments: You gain access to Hextech Armaments, arcane constructs that channel your magical energy into devastating attacks. You start with 2 Armament Charges, and you gain additional charges at 7th, 11th, 15th, and 18th level. You can use your Armament Charges to perform special attacks or augment your abilities, and you can upgrade your existing Armaments at higher levels to unlock new and terrifying capabilities. Each time you gain a charge, you can also replace one armament you know with a different one.

Hex Points: You gain a number of Hex Points equal to your Fighter level, which you can use to perform special combat maneuvers. You regain all expended Hex Points after a long rest, and you regain half your total Hex Points after a short rest. Additionally, you regain 1 Hex Point whenever you roll a natural 20 on an attack roll or reduce a creature to 0 hit points.

Saving Throws. Some of your hextech armaments require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

   Hextech Armament save DC = 8 + your proficiency bonus + your Strength modifier

Hex Core Overclock

You learn to push your Hex Core to its limits, temporarily overriding its normal limitations. Once per short rest, you can ignore the Hex Point cost of one ability, allowing you to unleash a powerful attack or perform a complex maneuver without expending any Hex Points.

However, this comes at a cost. When you use Hex Core Overclock, your Core enters a "cooldown" state, reducing your movement speed by 10 feet until your next turn. This cooldown period represents the strain on your Hex Core, as it struggles to recover from the sudden surge of energy.

Improved Armaments

Additionally, you gain the ability to upgrade your Hextech Armaments, allowing you to unlock new and more powerful configurations. You can choose to upgrade up to three of your existing Armaments, granting it a unique property or increasing its damage output.

Enhanced Absorption

Enhanced Absorption (1 HP): Increase the damage absorbed to three times your proficiency bonus.

 

Enhanced Impact

Enhanced Impact (1 HP): Increase the additional force damage to 2d6.

Enhanced Pull

Enhanced Pull (1 HP): Creatures pulled to the center are restrained for 1d4 + 1 rounds instead of 1.

 

Enhanced Resistance

Enhanced Resistance (1 HP): Gain immunity to the chosen damage type for the duration.

 

Extended Action Surge

Extended Action Surge (1 HP): Gain an additional bonus action as well.

 

Extended Chain

Extended Chain (1 HP): Increase the range to 60 feet.

Extended Duration

Extended Duration (2 HP): The wings last for 10 minutes instead of 1 minute.

 

Extended Duration

Extended Duration (2 HP): The shield lasts for 10 minutes.

 

Extended Fury

Extended Fury (1 HP): The speed boost and additional attack last for 1 minute.

 

Ferocious Impact

Ferocious Impact (1 HP): The extra damage increases to 2d8.

 

Fortified Plating

Fortified Plating (1 HP): Increase the AC bonus to +2.

 

Improved Flight

Improved Flight (1 HP): Your flying speed increases by 10 feet.

 

Improved Reflection

Improved Reflection (2 HP): Reflected spells or attacks deal an additional 2d6 force damage.

 

Improved Speed

Improved Speed (2 HP): Gain 20 feet of additional movement speed until the end of your turn.

 

Increased Blast Radius

Increased Blast Radius (1 HP): Increase the radius to 30 feet.

 

Lingering Explosion

Lingering Explosion (2 HP): Creatures within the radius take 1d8 force damage at the start of their turns while restrained.

 

Momentum Boost

Momentum Boost (1 HP): Gain advantage on attack rolls made during this turn.

 

Radiant Burst

Radiant Burst (1 HP): Creatures that fail the saving throw are blinded until the end of their next turn.

Reactive Shielding

Reactive Shielding (2 HP): Gain the ability to use your reaction to reduce incoming damage from an attack by 1d10 + your Fighter level.

 

Relentless Assault

Relentless Assault (2 HP): You can make two additional attacks instead of one.

 

Sweeping Strike

Sweeping Strike (2 HP): When you lunge, you can target all creatures in a 10-foot line, making a separate attack roll for each.

 

Overload Mode

Your Hex Core surges with raw, unchecked energy when it overheats, pushing you beyond normal limits at a great cost.

Overheated Activation: When your Hex Core overheats (you reach 0 Hex Points), you can continue to use your Hextech Armaments and abilities. However, each time you spend Hex Points while overheated, you take damage equal to the number of Hex Points spent. This damage cannot be reduced or avoided by any means.

Overload Mode: When overheated, you enter a state of heightened power for 1 minute. While in Overload Mode, you gain the following benefits:

  • You add your Constitution modifier (minimum of +1) as a bonus to your attack rolls and damage rolls.
  • Your movement speed increases by 10 feet.
  • At the start of your turn, you can choose to extend Overload Mode by 1 additional round. If you do so, you take damage equal to your proficiency bonus.

Once Overload Mode ends, you suffer a level of exhaustion. You can use Overload Mode again after finishing a long rest. 

Hex Core Mastery

Your mastery over your Hex Core allows you to manipulate its energy with incredible efficiency, granting you unparalleled adaptability in combat and resilience against overwhelming odds.

Efficient Power Conduit: When you use a Hextech Armament or ability, reduce its Hex Point cost by 1 (minimum of 1). This reduction applies only once per turn.

Dynamic Core Surge: Once per short or long rest, you can tap into your Hex Core’s hidden reserves as a bonus action. When you do, choose one of the following effects:

  • Empowered Armament: The next Armament you use within the next minute costs no Hex Points.
  • Energy Barrier: You gain temporary hit points equal to 5 times your proficiency bonus that last for 1 minute.
  • Swift Recharge: Regain Hex Points equal to your Constitution modifier (minimum of 1).

Reactive Feedback: When you take damage while your Hex Core is active, you can use your reaction to immediately regain Hex Points equal to half the damage taken (rounded down). You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.

Apex Construct

Your Hex Core evolves to its ultimate form, allowing you to temporarily transform into a towering magitech construct of unparalleled power.

Activation: As an action, you can expend 6 Hex Points to activate Apex Construct, transforming into a magitech construct for 1 minute. You can use this feature once per long rest.

While in this form, you gain the following benefits:

Resilience of Steel:

  • You gain resistance to all damage.
  • You gain temporary hit points equal to your Fighter level × 2.

Enhanced Armaments:

  • Your weapon attacks deal an additional 2d10 damage of your choice: force, radiant, necrotic, fire, lightning, or cold. You choose the damage type when you activate Apex Construct.

Construct Abilities: Choose one of the following abilities when you activate Apex Construct.

  1. Energy Cannon: As an action, fire a devastating blast of energy in a 60-foot cone. Each creature in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, a creature takes 20d6 damage of your Apex Construct’s chosen damage type and is pushed 10 feet back. On a successful save, it takes half as much damage and is not pushed.
  2. Self-Repair Protocol: As a bonus action, you can regenerate hit points equal to 6d10 + your Constitution modifier. You can use this ability up to three times while Apex Construct is active.
  3. Pulse Wave Emitter: As an action, emit a shockwave in a 30-foot radius. Each creature of your choice within the area must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or become paralyzed and take 4d10 force damage. You can also choose to pull all affected creatures 10 feet closer to you or push them 10 feet away.

Overload Surge: When Apex Construct ends, your Hex Core becomes unstable, preventing you from using Apex Construct again until you complete a long rest. Additionally, you take 1 level of exhaustion. 

Hextech Armaments

These armaments are presented in alphabetical order.

Adaptive Armor

Hex Points: 2
Activation: Bonus Action
Duration: 1 hour

You summon a suit of arcane armor that surrounds you, granting a +1 bonus to your AC and resistance to one damage type of your choice (fire, cold, lightning, acid, or poison). The damage resistance is chosen when the armor is summoned and lasts until the armor vanishes.

Aegis Shield

Hex Points: 3
Activation: Bonus Action
Duration: 1 minute

You summon an energy shield that grants +1 to AC and can absorb damage. When you take damage, you can use your reaction to reduce the damage by an amount equal to twice your proficiency bonus.

Reflective Surface: When a ranged attack or spell attack misses you, you can use your reaction to reflect it back. The attacker must succeed on a Dexterity saving throw or take damage equal to the reflected attack. 

Angelic Wings

Hex Points: 4
Activation: Bonus Action
Duration: 1 minute

You summon glowing, magical wings that grant you a flying speed equal to your walking speed.

Additionally, as a reaction when you take damage, you can spend Hex Points to absorb the damage into the wings. The wings can store damage up to an amount equal to your maximum hit points. On your turn, you can use an action to release the stored energy in a 30-foot radius. Each creature of your choice in the area must make a Dexterity saving throw or take radiant damage equal to the stored amount, or half as much on a successful save.

Black Hole Bomb

Hex Points: 4
Activation: Action

You throw a bomb at a point within 30 feet. All creatures within a 15-foot radius must make a Dexterity saving throw or be pulled to the center of the blast, taking 2d10 force damage on a failed save or half as much on a success. Creatures pulled to the center are restrained until the end of your next turn.

Bloodlust Protocol

Hex Points: 2
Activation: Special
Duration: 1st Turn

You activate a combat enhancement that boosts your speed and lethality. Your walking speed increases by 10 feet until the end of your turn. You can make one additional weapon attack as part of your Attack action. The first attack you hit with deals an extra 1d8 damage of your weapon’s type.

 

Chain Hook

Hex Points: 2
Activation: Bonus Action

You hurl a magical chain hook at a creature within 30 feet. The target must succeed on a Strength saving throw or be pulled 10 feet towards you and stunned until the end of your next turn. Alternatively, you can choose to lunge toward the target and make a melee weapon attack as part of the same action. On a hit, the attack deals an additional 1d6 force damage, and the target is pushed 10 feet away.

Chrono Accelerators

Hex Points: 4
Activation: Bonus Action
Duration: 1 turn

You accelerate time around you, allowing you to take one additional action immediately.

 

Drone Guardians

Hex Points: 3
Activation: Action
Duration: 1 minute

You release 1d4 + 1 drones that orbit around you. Each drone has 1 hit point and an AC equal to your own. On their turn (immediately after yours), the drones can attack a creature within 30 feet of you, dealing 1d6 force damage each. Additionally, a drone can intercept a fatal blow, reducing the damage you take from a single attack or spell to 0. The drone is destroyed when it does so.

 

Echoflame Pistol

Hex Points: 3
Activation: Action
Duration: 1 minute

You summon a magical pistol that fires projectiles infused with energy. The pistol has a range of 60 feet and deals 2d8 force damage on a hit.

 

Ghostwalk Armor

Hex Points: 3
Activation: Bonus Action
Duration: 1 minute

You summon armor that allows you to phase through solid objects. While active, you gain resistance to non-magical damage, and you can move through creatures and objects as though they were difficult terrain. If you end your turn inside an object, you take 1d10 force damage.

 

Graviton Gauntlets

Hex Points: 3
Activation: Bonus Action
Duration: 1 minute

You summon glowing gauntlets that allow you to manipulate gravity. As a bonus action, choose one of the following effects:

  • Gravitic Strike: Your melee attacks deal an extra 1d8 force damage and push creatures 10 feet away.
  • Gravitic Field: Choose a point within 30 feet. Creatures within a 10-foot radius must succeed on a Strength saving throw or be pulled 10 feet toward the point.

 

Gravity Anchor

Hex Points: 2
Activation: Action
Duration: 1 minute

You throw a small device that creates a gravitational field in a 15-foot radius. Creatures within the area must succeed on a Strength saving throw or be restrained until the end of their next turn.

 

Hex Blade

Hex Points: 3
Activation: Bonus Action
Duration: 1 minute

You summon a glowing, magitech sword that deals an additional 1d6 damage on a hit. This extra damage is force damage and bypasses non-magical resistances.

Modes: As a bonus action, you can switch between the following modes:

  • Critical Edge: Your critical hit range increases by 1 (e.g., from 20 to 19-20).
  • Force Blade: The blade’s additional damage increases to 1d8.

 

Illusory Mask

Hex Points: 2
Activation: Bonus Action
Duration: 1 minute

You create an illusory duplicate of yourself that moves independently within a 30-foot radius. Enemies must succeed on an Intelligence saving throw to distinguish the duplicate from you.

 

Kinetic Overdrive

Hex Points: 2
Activation: Bonus Action
Duration: 1 turn

When you take the Attack action, you can forgo advantage on one weapon attack roll to make an additional weapon attack as part of the same action. Each attack made during this turn gains a +1 bonus to damage rolls.

 

Paragon Shield

Hex Points: 3
Activation: Bonus Action
Duration: 1 minute or until it absorbs damage equal to half your hit points.

You summon a shimmering shield of energy that grants you a +1 bonus to AC. As a reaction, when you take damage, you can cause the shield to absorb damage equal to half your maximum hit points. If the shield absorbs its maximum amount of damage, it vanishes.

Additionally, when an attack misses you, you can spend 1 Hex Point to use your reaction to immediately attempt to shove the attacking creature. If you succeed, the target takes 2d6 force damage.

Alternatively, you can plant the shield in the ground as an action, creating a stationary barrier that grants 3/4 cover to all creatures directly behind it.

 

Port-a-Fort

Hex Points: 3
Activation: Action
Duration: 10 minutes

You deploy an energy-based barrier in a 10-foot radius centered on a point within 30 feet. The barrier provides total cover against ranged attacks from outside the radius and absorbs up to 30 points of damage before vanishing.

 

Sentry Turret

Hex Points: 3
Activation: Action
Duration: 1 minute

You summon a stationary turret at a point within 30 feet. The turret automatically fires at a hostile creature within 30 feet at the start of each of your turns, making a ranged spell attack using your proficiency bonus + Strength modifier. On a hit, it deals 2d8 piercing damage.

 

Shadowstep Boots

Hex Points: 2
Activation: Bonus Action
Duration: 1 minute

You conjure boots that allow you to teleport up to 30 feet to a location you can see. You must teleport to a space not occupied by another creature.

 

Sigil of the Beast

Hex Points: 3
Activation: Bonus Action
Duration: 1 minute or until the target dies

You mark a creature within 30 feet with an arcane sigil, enhancing your attacks against them. While the sigil is active, you add your proficiency bonus to damage rolls against the marked target, and attacks you make against the target score a critical hit on a roll of 19 or 20.

If the target dies while marked, you regain a number of Hex Points equal to your Constitution modifier (minimum of 1).

 

Speed-o’-Sonic Boots

Hex Points: 2
Activation: Bonus Action
Duration: 1 minute

You conjure a pair of energized boots that allow you to take the Dash action as a bonus action. While dashing, you can pass through spaces occupied by enemies.

 

Stormcaller’s Focus

Hex Points: 4
Activation: Action
Duration: Concentration, up to 1 minute

You summon a staff or wand that channels elemental energy. Choose one of the following effects when summoned:

  • Thunderbolt Strike: Target a creature within 60 feet. The creature must make a Dexterity saving throw or take 4d6 lightning damage.
  • Tempest Wall: Create a wall of swirling wind and lightning in a 30-foot line. Creatures passing through the wall must make a Strength saving throw or take 2d6 lightning damage and be pushed back 10 feet.

 

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