Fighter
Base Class: Fighter

Drawing power from an unstable dimensional energy, an Alter Armament fighter bonds with their own latent potential, manifesting armor and weaponry that evolves through sheer willpower. From the base Shell Bullet to the reality-rending Proud Alter Armor, they escalate battles into spectacles of raw force.

Shell Bullet Awakening

At 3rd level, you awaken the ability to materialize semi-metallic armor from random matter around you fused to your arm or leg as a bonus action, and no action required to release. For 1 minute you gain:

  1. Alter Armor: While you are not wearing any medium or heavy armor, you gain a bonus to your AC equal to your Constitution modifier.
  2. Energy Fins: You gain 3 Alter Charges. You can spend these charges for:
  • Shell Bullet Strike: As part of an unarmed attack, expend 1 charge to deal an additional 2d6 force damage and choose one of these effects:
    • Fracture Sunder: Target must make a strength saving throw or be knocked prone (DC = 8 + your Strength modifier + your proficiency bonus).
    • Shocking Bullet: Target must make a dexterity saving throw or be pushed target 15 ft (DC = 8 + your Strength modifier + your proficiency bonus).
  • Reactive Absorption: When hit, as a reaction expend 1 charge to reduce damage by 1d10 + Fighter level.
     
    You can use the Shell Bullet Awakening feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Level 7: Shell Bullet Ultimate

  • At 7th level, your armor expands. When you use your Shell Bullet Awakening you gain these abilities:

    • Propelled Flight: Gain a fly speed equal to half your walking speed.
    • Energy Siphon: Regain Alter Charges equal to half your proficiency bonus rounded down when using Second Wind.
    • Shell Bullet Burst: As an action expend all charges to fire a 30-ft line of force, 2d8 force damage per charge. Each creature in that area must make a Dexterity saving throw on a successful save they take half damage (DC = 8 + your Strength modifier + your proficiency bonus).

Level 10: Adaptive Arsenal

Beginning at 10th level, your Alter energy adapts to prolonged combat The force damage from Shell Bullet Strike increases to 3d6. Once per turn, you can spend a Hit Die as a bonus action to regain 1 Alter Charge.

Level 15: Proud Alter Armor Emergence

Starting at 15th level, your armor engulfs your body, and your strikes warp reality itself. When you activate Shell Bullet Awakening you gain this additional ability:
  • Dimensional Rend: Your unarmed attacks score a critical hit on a roll of 19 or 20 and on a critical hit, you tear open a rift in space. Choose one:
    • Banish: Force the target to succeed on a Charisma saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or be banished to a demiplane for 1 round.
    • Teleport: You can teleport instantly to an unoccupied space within 30 feet.

Level 18: Final Bullet Convergence

Beginning at 18th level, your Alter energy reaches its apex. While Shell Bullet Awakening is active your Alter Charges no longer deplete, your armor grants resistance to all nonmagical damage and a +2 bonus to AC.

Exterminating Last Bullet Once per long rest as an action, you unleash a line of pure destructive force 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature takes 10d12 force damage, or half as much damage on a successful one. Nonmagical objects in the line that aren’t being worn or carried are instantly disintegrated.

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