Fighter
Base Class: Fighter

You awaken the effects of past modifications done to your body. You were one of the few chosen to undergo a military program that fuses the arcane energy straight from the world, dubbed "Mako" by those that lead the program, into your body. Infused and bathed in what is practically the life essence of the world, you are gifted with enhanced physique, upscaled reflexes and the ability to channel the magical properties of this energy within your body, allowing you to go unchained against mundane limitations and access to magic.

Limit Breaker Proficiencies

Armor: No armor
Weapons: All martial weapons
Tools: Land vehicles
Saving Throws: Str and Con

Mako Enhancement, Enhanced Unarmed Strikes, Preferred Weapon, Limit Break

Mako Enhancement

Your unarmored AC is 14 + STR + CON and can see without sight.

Your unarmed strikes deal 2d4 bludgeoning damage and count as magical for the purpose of overcoming resistances and immunities. Damage increases a die type higher at 5th, 11th and 17th level.

You can break the limits with one preferred weapon of your choice. Right when you obtain this feature, choose one of your weapons to be your preferred weapon. Your preferred weapon turns into a +1 magical weapon. You can change your preferred weapon as you take one long rest, but you can only have one preferred weapon at one time. This bonus increases a tier higher at 5th, 8th, 11th, 14th, 17th and 20th Level.

You gain access to your Limit Break abilities, adding to your arsenal as your Limit Breaker Level increases.

LIMIT BREAKS
Your limit breaks are triggered only ONCE per combat. They are triggered when your hit points drop equal to or below half your maximum hit points. When triggered, roll a d8 as a reaction. Each number on the d8 corresponding to a unique Limit Break effect as indicated below. If you roll a number that have not been learned yet or a number that has already been used and requires a short or long rest to reset, you default to the number 1 Limit Break, Chain Slash. You learn new Limit Breaks in order according to the list below.

Chain Slash, 1, readily available at 3rd level
You do a normal attack action with all the extra attacks you have at the moment.

Octaslash, 2, readily available at 3rd level, usable every short/long rest
You hit 8 attacks with your preferred weapon, aimed at one or multiple targets within 10ft.

Rush Assault, 3, unlocked at 6th level, usable every short/long rest
You hit 15 attacks with your bare hands and inflict the "Stun" condition in your target until the start of your next turn.

Air Strike, 4, unlocked at 9th level, usable every short/long rest
You do a normal attack action with all the extra attacks you have at the moment against all hostile creatures within your movement speed range. You do not provoke opportunity attacks while moving through hostile creatures while using this limit break.

Lucky Stars, 5, unlocked at 12th level, usable every short/long rest
You do a normal attack action with all the extra attacks you have at the moment. The ones you hit are treated as critical, and the ones you fail you hit instead.

Healing Wave, 6, unlocked at 15th level, usable every short/long rest
You heal yourself half your maximum hit points and are immune to all damage until your next turn. Any willing friendly creatures within your movement speed range that you choose, heal them half the amount you healed yourself.

Meteor Shots, 7, unlocked at 18th level, usable every short/long rest
You provoke a meteor rain against all hostile creatures within 35ft. All affected creatures must make a Dex save throw. You deal (Limit Breaker Level)d6 bludgeoning and (Limit Breaker Level)d6 fire damage to the creatures who failed the throw and half that damage to creatures who passed the throw.

Apocalypse, 8, unlocked at 20th level, usable every short/long rest
You choose one of your known spells and cast it without spending a spell slot even if you do not have enough spell slots for the chosen spell. You add your spell attack bonus while using this limit break. If you already use your spell attack bonus for the chosen spell, you can add it twice while using this limit break.

Spellcasting

At 7th level, Mako crystals called Materia formed from the excess Mako within your body allows for magic use.

Summon

At 18th level, you can as an action call upon the unequaled might of the gods or powerful creatures and entities to help you. Which answers your call is beyond your control, as well as what they do to assist you, staying loyal to you and your party. Roll a d20. Your summon is successful if you roll an even number below 11, or an odd number above 9. The DM chooses the nature of the intervention.

If the Gods intervene, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Mako Reinforcement

The Mako infusion fully integrates with your body, strengthening your muscles and bones even further, and completely protects you from poison.

You gain resistance to bludgeoning, slashing and piercing damage from non-magical weapons. You cannot be poisoned.

Weapon Precision

At 15th level, You are able to more precisely find the target's vital points, making our attacks more fatal.

Your hits are critical on natural rolls of 18, 19 and 20.

Previous Versions

Name Date Modified Views Adds Version Actions
6/30/2025 7:24:05 AM
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