Base Class: Fighter
Bastion Breakers are living siege weapons that enhance their destructive prowess using advanced protocol systems, integrating them seamlessly into their design. These automaton warriors are masters of schematic designs that amplify their abilities to dismantle fortifications and overcome any obstacle. Whether you discovered the schematics in ancient ruins, learned them from a forgotten artificer, or developed them through rigorous experimentation, you have mastered the craft of embedding these powerful protocols into your very being to become a true living siege weapon.
Bonus Proficiencies
3rd-level Bastion Breaker feature
You gain proficiency with smith’s tools, and you learn to speak, read, and write one language of your choice.
Advanced Protocols
3rd-level Bastion Breaker feature
You can use advanced protocols to enhance your gear and body. You learn two protocols of your choice, from among the protocols described below, and each time you gain a level in this class, you can replace one protocol you know with a different one from this feature. When you reach certain levels in this class, you learn additional protocols, as shown in the Protocols Known table.
Protocols Known
| Fighter Level | Number of Protocols |
|---|---|
| 3rd | 2 |
| 7th | 3 |
| 10th | 4 |
| 15th | 5 |
Whenever you finish a long rest, you can initiate a number of protocols equal to the number of protocols you know. Your protocols remain initiated until you finish a long rest.
The following protocols are available to you when you learn a protocol. If a protocol has a level requirement, you must be at least that level in this class to learn the protocol. If a protocol requires a saving throw, your Advanced Protocol save DC equals 8 + your proficiency bonus + your Constitution modifier.
Momentum Protocol. This protocol makes you an unstoppable force. While this protocol is initiated, your walking speed increases by 10 feet, and you ignore movement penalties from difficult terrain caused by rubble, debris, or environmental hazards. You were built for breaches, not detours.
In addition, as a bonus action on your turn, you can activate this protocol. For one minute, you can move through the space of any creature that is your size or smaller, treating their space as difficult terrain, and when you activate this protocol, and then as a bonus action on each of your turns until the protocol ends, you can take the Dash action. Additionally, once per turn, when you move through a creature’s space, they must make a STR saving throw (DC:{{savedc:con}}). If the creature is smaller than you, they make this saving throw with disadvantage. On a failure, they take <strong>2d6</strong> force damage and are knocked prone. On a success, they take half damage and remain standing. Once you activate this protocol, you can’t do so again until you finish a short or long rest
Explosive Ordinance Protocol. While this protocol is initiated, you have advantage on DEX (Acrobatics) checks Dexterity saving throws to avoid area of effect damage.
In addition, when you hit a creature with an attack using a weapon, you can activate the protocol's destructive force: the target takes an extra <strong>2d6</strong> force damage, and it must succeed on a STR saving throw (DC:{{savedc:con}}) or be pushed 30 feet away from you. You can activate this protocol a number of times equal to your proficiency bonus and regain all uses on a long rest..
Demolition Protocol. This protocol enhances your ability to breach the walls of your enemy's structures. While this protocol is initiated, you have advantage on Intelligence (Investigation) checks and Charisma (Intimidation) checks.
In addition, you can activate the protocol as a bonus action to help you break your enemy's bastions. For 1 minute, you deal double damage to structures and non-magical objects. Additionally, when you deal extra damage with your Breaker's Might feature, if the target is a structure or object, you deal an additional die of damage from that feature to that structure or object.
Improved Optics Protocol. This protocol enhances your optics. While this protocol is initiated, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the protocol and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this protocol, you can’t do so again until you finish a short or long rest.
Fortified Exoskeleton Protocol (7th Level or Higher). This Protocol bestows an advanced exoskeleton system. While this protocol is initiated, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
In addition, you can activate the Protocol as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you activate this Protocol, you can’t do so again until you finish a short or long rest.
Grapnel Launcher Protocol (7th Level or Higher). This protocol integrates a grapnel launcher onto your body, allowing you to scale surfaces with ease. While this protocol is initiated, you have a climbing speed equal to your walking speed, and you have advantage on Strength (Athletics) or DEX (Acrobatics) checks to avoid being knocked prone. When you are prone, standing up uses only 5 feet of your movement.
In addition, you can attempt to grapnel a creature and pull them to you. This protocol has a number of charges equal to your proficiency bonus. As a bonus action on your turn, you can expend a charge to target a creature you can see within 60 feet that isn't behind total cover. The target must make a DEX saving throw (DC:{{savedc:con}}). On a failure, the target takes <strong>1d6</strong> piercing damage and is pulled up to 60 feet towards you. Alternatively, you can expend two charges to launch yourself 30 feet to a point you can see that isn't behind total cover. Creatures in the line of the path must make a DEX saving throw (DC:{{savedc:con}}) or be pulled along with you and take <strong>1d6</strong> bludgeoning damage for every 5 feet you traveled before colliding with them. You regain all expended uses on a long rest.
Demolition Protocol
This protocol enhances your ability to breach the walls of your enemy's structures. While this protocol is initiated, you have advantage on Intelligence (Investigation) checks and Charisma (Intimidation) checks.
In addition, you can activate the protocol as a bonus action to help you break your enemy's bastions. For 1 minute, you deal double damage to structures and non-magical objects. Additionally, when you deal extra damage with your Breaker's Might feature, if the target is a structure or object, you deal an additional die of damage from that feature to that structure or object.
Explosive Ordinance Protocol
While this protocol is initiated, you have advantage on DEX (Acrobatics) checks Dexterity saving throws to avoid area of effect damage.
In addition, when you hit a creature with an attack using a weapon, you can activate the protocol's destructive force: the target takes an extra <strong>2d6</strong> force damage, and it must succeed on a STR saving throw (DC:{{savedc:con}}) or be pushed 30 feet away from you. You can activate this protocol a number of times equal to your proficiency bonus and regain all uses on a long rest.
Fortified Exoskeleton Protocol (7th Level or Higher)
This Protocol bestows an advanced exoskeleton system. While this protocol is initiated, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
In addition, you can activate the Protocol as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. You can activate this protocol a number of times equal to your proficiency bonus.
Grapnel Launcher Protocol (7th Level or Higher)
This protocol integrates a grapnel launcher onto your body, allowing you to scale surfaces with ease. While this protocol is initiated, you have a climbing speed equal to your walking speed, and you have advantage on Strength (Athletics) or DEX (Acrobatics) checks to avoid being knocked prone. When you are prone, standing up uses only 5 feet of your movement.
In addition, you can attempt to grapnel a creature and pull them to you. This protocol has a number of charges equal to your proficiency bonus. As a bonus action on your turn, you can expend a charge to target a creature you can see within 60 feet that isn't behind total cover. The target must make a DEX saving throw (DC:{{savedc:con}}). On a failure, the target takes <strong>1d6</strong> piercing damage and is pulled up to 60 feet towards you. Alternatively, you can expend two charges to launch yourself 30 feet to a point you can see that isn't behind total cover. Creatures in the line of the path must make a DEX saving throw (DC:{{savedc:con}}) or be pulled along with you and take <strong>1d6</strong> bludgeoning damage for every 5 feet you traveled before colliding with them. You regain all expended uses on a long rest.
Improved Optics Protocol
This protocol enhances your optics. While this protocol is initiated, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the protocol and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this protocol, you can’t do so again until you finish a short or long rest.
Momentum Protocol
This protocol makes you an unstoppable force. While this protocol is initiated, your walking speed increases by 10 feet, and you ignore movement penalties from difficult terrain caused by rubble, debris, or environmental hazards. You were built for breaches, not detours.
In addition, as a bonus action on your turn, you can activate this protocol. For one minute, you can move through the space of any creature that is your size or smaller, treating their space as difficult terrain, and when you activate this protocol, and then as a bonus action on each of your turns until the protocol ends, you can take the Dash action. Additionally, once per turn, when you move through a creature’s space, they must make a STR saving throw (DC:{{savedc:con}}). If the creature is smaller than you, they make this saving throw with disadvantage. On a failure, they take <strong>2d6</strong> force damage and are knocked prone. On a success, they take half damage and remain standing. You can activate this protocol a number of times equal to your proficiency bonus.
Breaker's Might
3rd-level Bastion Breaker feature
You have learned how to imbue yourself with incredible might. As a bonus action, you magically gain the following benefits, which last for 1 minute:
- If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
- You have advantage on Strength checks and Strength saving throws.
- Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Deployable Shielding
7th-level Bastion Breaker feature
You learn to deploy sheilds to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Great Stature
10th-level Bastion Breaker feature
Your protocols permanently alter you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.
Moreover, the extra damage you deal with your Breaker's Might feature increases to 1d8.
Master of Protocols
15th-level Rune Knight feature
You can swap an Advanced Protocol out for another on a short rest. Additionally, if you roll initiative and don't have any charges for an Advanced Protocol, you can regain one use of that Advanced Protocol.
Demolition Juggernaut
18th-level Rune Knight feature
You learn how to amplify your destruction-powered transformation. As a result, the extra damage you deal with the Breaker’s Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.







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