Fighter
Base Class: Fighter

Your body has a mutation. Your eyes are windows to another dimension and channel devastating kinetic force. this allows you to unleash concussive optic blasts, while directing allies with your enhanced perception and battlefield tactics. 

Optic Mutation

Optic Energy
You possess Optic points equal to twice your proficiency bonus plus your constitution modifier.

 You regain all expended Optic points on a long rest, and half your maximum on a short rest. 

Optic save DC = 8 + Proficiency Bonus + Constitution Modifier.

Optic Attack Modifier = Proficiency Bonus + Constitution Modifier.

Living Radar
Your awareness extends beyond normal senses

You always know how many creatures are within 30 feet of you.
Their size.
And what direction they are from you.

Optic Blast

Focused Blast  - Action
Cost 1 Optic Point
Range 120 Ft
3d10 Force damage
Push Target 10 Ft back

Sweeping Blast
Cost 2 Optic Points
Up to 40 ft Cone
Creatures make dex save
Failure:
3d8 force damage
knocked prone
Success:
Half Damage.

Tactical Commander

As a bonus action choose an ally within 60 Feet.

They gain one benefit:

Attack Order
Advantage on next attack roll.
Defence Order
+2 to AC until the start of your next turn
Movement Order
Move up to half movement speed without provoking opportunity attacks

Improved Control

Improved Optic Control

Precision Shot

Focused Blast ignores both Half, and Three-Quarters cover.

Enhanced Knockback

Push distances from Focused Blast are increased to 20 Feet.

Ricochet Blast

Costing 2 Optic Points you fire a focused beam of optic energy, after landing the initial attack on a creature, you may target a second creature within 30 ft of the first, they are targetted by the ricochet of the beam and take half damage. 

this only occurs once per turn

Heartbeat Reader

Your senses pierce deception.

all creatures have disadvantage on deception checks against you

after speaking with a creature for one minute, you gain advantage on insight checks against that creature for the next 24 hours

Unstoppable Force

Unstoppable Force

Whenever focused blast hits, choose one:

Momentum breaker - The targets movement speed becomes zero until the start of your next turn.

Kinetic Shock - The target has disadvantage on the next attack roll, ability check, or saving throw it makes before its next turn.

Deflection Shot - Until the start of your next turn, attacks against the target gain +2 to hit. 

Breaching Shot

Siege breaker - Structures and objects now take double damage from all optic beams,

Concussive Shock - Enemies have no benefit of non-magical cover against Optic Blasts

Tough Skin - You gain resistance to force damage. 




See No Evil

Superior Optic Efficiency.

Once per turn, a Focused Blast costs no Optic Points. 

Unbound Vision.

As a bonus action, remove your blind fold and enter a state of heightened perception for 1 minute.

Uses: Proficiency Bonus per Long rest

Unbound Vision
For the Duration,
- Gain Truesight to 60 Feet
- Once per round, when a creature attacks you, use your reaction impose disadvantage on their attack roll.
- Choose one creature you can see when activating this feature, for the duration, you always know its location, it cannot hide from you and you know when it is below half hit points.

Omega-Level Mutant

Battlefield Genius
at the start of every battle choose up to three allies you can see.

For 1 Minute they gain,
Add your constitution modifier to initiative
ignore difficult terrain
Once per turn move 10 feet without provoking opportunity attacks

Impossible Observation
Once per Long rest, while using Unbound Vision, ask the DM one question about a creature, object, or location you can perceive
The DM must answer truthfully, though not necessarily completely.

Examples:
- What is this creature most afraid of?
- Which Enemy is truly in command?
- Which Enemy is the most dangerous?
- What detail is everyone else overlooking?

Scorched Earth
Once per Long rest as an action:

Fire a catastrophic beam.

300 Ft Long, 15 Ft wide

Creatures make a dexterity save.

Failure:
20d10 Force Damage.
Pushed 60 feet backwards.
Knocked prone.
Creatures that collide with a wall or object take an additional 4d10 bludgeoning damage.

Success:
Half damage.

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