Base Class: Fighter
Cyborg Fighters are augmented beings rebuilt with technology or magic-infused machinery. Whether created through science, alchemy, or divine punishment, their bodies house immense power
Machine Gun Blows
You make a number of unarmed strikes equal to your proficiency bonus as a bonus action.
These strikes deal 1d6 + Strength or Dexterity, and count as magical for overcoming resistances.
You can use this feature a number of times equal to your Constitution modifier per long rest.
At level 5 with 3 proficiency: 3 extra punches as a bonus action. At higher levels, this scales to 6+ strikes per round.
Level 3: Overdrive Core
You gain a Core Reactor embedded in your body that fuels your combat. You can enter Overdrive Mode as a bonus action, which lasts for the encounter or until you're incapacitated.
While in Overdrive:
Your speed increases by 10 feet.
Once per turn, when you hit with a weapon or unarmed attack, deal an extra 1d6 fire or lightning damage (your choice).
You shed bright light in a 10 ft radius
You can use Overdrive once per long rest. At 10th level, you can use it twice per long rest.
Level 7: Incineration Cannons
As an action, you can unleash a Incineration Blast in a 40-ft line (5 ft wide). Each creature in the line must make a Dexterity saving throw (DC = 8 + proficiency bonus + Constitution modifier), taking 6d6 fire damage on a failed save, or half as much on a success.
The number of blasts equals your proficiency bonus per long rest.
Damage increases to 7d6 at 10th level, 8d6 at 15th, 9d6 at 20th.
"Incinerate" as an reaction, you can unleash a explosion in 10-ft circle Each creature in the circle must make a Dexterity saving throw (DC = 8 + proficiency bonus + Constitution modifier), taking 2d8 fire damage on a failed save, or half as much on a success.
The terrain becomes engulfed in flames for two rounds or until the flames are put out. Then the terrain becomes difficult to walk though for everyone except you
Any flammable objects that is not being worn will also catch fire and will continue to be on fire and spread until put out
Each creature in the circle must make a Dexterity saving throw (DC = 8 + proficiency bonus + Constitution modifier), taking 2d8 fire damage on a failed save, or half as much on a success.
Damage increases to 3d8 at 10th level, 4d8 at 15th, 6d8 20th And the circle increases to 15-ft at 10th level, 20-ft at 15th, 30-ft at 20th
Destructive Surge
When you use your Action Surge, you can overload your reactor.
Make one additional attack with advantage, and it deals double damage.
Once per long rest, you can use both effects during the same Action Surge.
Level 15: Reinforced Exoskeleton
Gain resistance to non-magical bludgeoning, piercing, and slashing damage.
You can’t be moved against your will while conscious.
Your AC cannot be lower than 18 while you're not incapacitated and wearing at least medium armor or infused plating
Annihilation Mode
Once per long rest, as an action while in Overdrive Mode, you can release a Mega Plasma Wave:
60 ft cone
Creatures in the area must make a Dexterity save (DC = 8 + prof + Con mod).
Fail: 12d10 fire or lightning damage (your choice), and are pushed 10 feet back and knocked prone.
Success: Half damage, no additional effects.
All terrain in the cone becomes difficult terrain from the blast for 1 minute.







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