Base Class: Fighter
Anomaly Slayers are fighters that harness the powers of the matrix.
Error Blade
When you choose this fighter archetype at the 3rd level, you receive a weapon of your choice. The weapon appears partially warping, with a pitch black colour. The outline of the blade shines with a light with a colour of your choice that doesn't seem to be emitted, but just.. there.
The weapon does 1d10 + your strength modifier damage. Creatures cannot be resistant or immune to this damage. The damage increases to 2d10 at level 10, and 3d10 at level 15.
You can use a bonus action to summon the weapon, or an action to dispel it. If you loose the weapon, you can use a bonus action to return it to you.
Corrupted Construct
At the 7th level, you are gain the power to create a tool of corruption. You can choose from :
- Cyber-Lockpick - A lockpick that can unlock anything, both digital and reality. You must have access to the keyhole to unlock the object.
- Matrix Drone - A flying drone-like object that follows you around, dealing 1d10 damage each turn towards the closest enemy within 30ft.
- Digital Goggles - A goggle that enables you to everything around you ( 100ft darkvision, 10ft truesight )
- Corruption Bugs - Bugs that sticks to enemies and relay it's location to you ( is resistant to water ). You can use a bonus action to deploy it. ( very stealthily ) You get 3 bugs ( 3 counts as 1 tool )
It takes an action to create these tools, they do not disappear until you dispel them with a bonus action. You can only have one of each tool at a time. You can only create these tools twice per long rest.
Reality Distortion
At the 10th level, you gain the ability to create an aura of 5ft around you that distorts and warps your surroundings. Creatures outside of the warp will have disadvantage while attacking you, and you gain advantage in dexterity checks. If any creature starts it's turn inside your aura, it takes 1d6 damage. While the aura is on, you take 1 damage at the end of your turn.
Cyber Adaptation
Starting at the 15th level, you can choose one adaptation to receive :
- Glitched Arms - Your arms become an anomaly. While using your arms, you gain a +1 extra strength and dexterity modifiers. When you are hit with any non-magical attack, you can use your reaction to deflect the attack, subtracting the damage by 1d10+your strength modifier.
- Cyber Legs - Your legs become an anomaly. You receive doubled walk, climb, and swim speed. You can now also jump twice as high and far. You also gain +2 with any dexterity checks.
Cyberspace
At the 18th level, you gain the ability to switch in and out of the material and ethereal plane with an action, and switch out with a bonus action. You can remain in the ethereal plane for no longer that one minute, or take 1d12 damage every turn ( 6 seconds ) while in there.
You can switch in and out once per short rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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9/17/2025 10:23:27 AM
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2
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0
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5e
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Coming Soon
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