Fighter
Base Class: Fighter

Some warriors push the limits of flesh and steel. Fighters who follow the Cybernetic Arsenal archetype have replaced parts of their body with arcane-mechanical augmentations. Their limbs house concealed weapon systems, transforming in an instant into cannons, launchers, or repeating crossbows.

These warriors are living weapons—walking siege engines designed for relentless ranged combat. Whether created by artificers, ancient constructs, or strange planar technology, a Cybernetic Arsenal fighter turns their own body into the ultimate battlefield tool.

Level 3: Combat Superiority

Your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Superiority Dice.

Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four Superiority Dice, which are d8s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short or Long Rest.

You gain an additional Superiority Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total).

Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.

Level 3: Student of War

You gain proficiency with one type of Artisan’s Tools of your choice, and you gain proficiency in one skill of your choice from the skills available to Fighters at level 1.

Integrated Weapon System

You possess mechanical augmentations that allow your limbs to transform into ranged weapons.

  • As a bonus action, you can transform one arm into an integrated ranged weapon.

  • Choose one form when you gain this feature:

    • Repeating Launcher – functions like a heavy crossbow but ignores the loading property.

    • Arc Cannon – functions like a longbow that deals force damage instead of piercing.

    • Scatter Blaster – functions like a hand crossbow that deals 1d8 damage but has a range of 30/90.

The weapon counts as magical for the purpose of overcoming resistance and cannot be disarmed.

You may revert the limb to normal as a free action.

Living Ammunition:
Your weapon systems generate their own ammunition through internal mechanisms or energy cells.

Level 7: Targeting Interface

Your cybernetic systems enhance your aim and battlefield awareness.

  • You gain proficiency in Perception if you do not already have it.

  • You may use Strength or Intelligence instead of Dexterity for attack rolls with your integrated weapons.

  • Once per turn when you hit a creature with an integrated weapon attack, you may add +1d6 damage.

Additionally, you ignore half cover when making attacks with your integrated weapons.

Level 10: Adaptive Weapon Systems

Your mechanical limbs can shift between weapon configurations.

Whenever you use Second Wind, you may immediately switch your integrated weapon to a different form from the list in Integrated Weapon System.

You also gain the following new weapon mode:

Micro-Missile Launcher

  • Range: 60 ft

  • Damage: 2d6 force damage

  • Hits creatures in a 5-ft radius of the target (Dexterity save for half damage).

You can use this launcher a number of times equal to your proficiency bonus per long rest.

Level 15: Overclocked Systems

You can push your cybernetic systems beyond their normal limits.

When you use Action Surge, your integrated weapon enters an overclocked state until the end of your turn:

  • Your attacks deal an additional 1d8 damage.

  • Your attack range doubles.

  • If you hit the same target twice in the turn, it must succeed on a Strength save or be knocked prone by the impact.

Level 18: War Machine Protocol

You can unleash the full destructive potential of your cybernetic arsenal.

As a bonus action, you activate War Machine Protocol for 1 minute:

  • You gain resistance to bludgeoning, piercing, and slashing damage.

  • Your integrated weapons can attack twice when you take the Attack action (this stacks with Extra Attack).

  • Your attacks ignore three-quarters cover.

  • When you reduce a creature to 0 HP with an integrated weapon, you may immediately make another attack against a creature within range.

Once you use this feature, you cannot do so again until you finish a long rest.

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