Base Class: Fighter
"The Rabbits have come to graze the grass"
- Myo, Leader of the Rabbit Pack.
The Rabbit pack is made up of soldiers with special gear and tools, with the replaceability of Minutemen and the Skills of Elite Soldiers, they are usually called to purge entire areas that the Contractor designates.
Graze the Grass - Level 3
"Hippity hop~ It’s time for the Rabbits to graze some fresh grass"
R-Corp Armory
When you take this subclass, you gain proficiency in Firearms, and you acquire a special Rifle and Helmet.
While you are wearing the Helmet, you gain proficiency in Perception and your passive perception increases by 2. While wearing the helmet, your armor is also augmented, gaining a sleek Orange and Black color scheme, and when you are hit by a ranged attack, the damage you take is reduced by your proficiency bonus.
The R-Corp Rifle is a Martial Ranged Weapon (firearm) with the Two handed, Ammunition, Burst fire, and Reload (30 shots) properties.
The Rifle has a range of 80/240, weighs 8 pounds, and deals 2d8 piercing damage on a hit.
At level 7, while wearing the Helmet, you can see and attack Invisible creatures normally. Additionally, you are immune to effects that require you to see the creature or effect that produces them.
Sufficient Ammo
When you use a weapon with the Loading or Reload Property, you may load the weapon even if you do not have the required ammunition.
R-Corp Augmentation; Rabbit Pack
Your Dexterity score increases by 2. You gain a +2 bonus to initiative rolls. Your movement speed increases by 10 feet.
When starting your turn below half your maximum hit points, your movement speed increases by 10 feet until the start of your next turn.
At level 7, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Suppressive Fire - Level 7
"Cock up your ears, Rabbits. That ***** over there is the [___ ____]!"
Concentrated Fire
When you hit a creature with an attack, the next attack you hit against that creature deals 1 additional damage. This bonus stacks up to +10. If you make an attack against a different creature, the bonus resets to 0. The bonus can increase up to 2 times per turn.
Rabbit Team's Suppression Gear
As a bonus action, you can place a Rabbit Team Barrier across a doorway, corridor, window, or other opening no larger than 10 feet wide. The Rabbit Team Barrier is used to lock down a location ordered for extermination.
You can have up to 4 Barriers placed at any given time, and you can dismiss any barrier at any time.
After placing the barrier, it activates at the start of your next turn, completely blocking the opening with an energy barrier. You, and any other creature with Rabbit Team Gear may pass through the barrier as if it wasn't even there, but any creature without the required Gear cannot pass through the barrier. Ranged Attacks cannot be made through the barrier.
The Barrier has an Armor Class of 10, and has a number of hit points equal to your fighter level plus twice your proficiency bonus.
Whenever you Reload your R-Corp Rifle, choose one of the following Ammo Types to Load:
1. Red. Deal an additional 1d6 Piercing damage on a hit.
2. White. Deal an additional 1d6 Psychic damage on a hit.
3. Black. Deal an additional 1d6 Necrotic damage on a hit.
4. Pale. Deal an additional 1d6 Radiant damage on a hit.
While any of these ammo types are loaded, your R-Corp Rifle is considered Magical for bypassing resistances and immunites.
Your R-Corp Rifle gains a +1 bonus to Attack and Damage Rolls.
At level 10, your R-Corp Rifle gains a +2 bonus to Attack and Damage Rolls instead.
At level 15, your R-Corp Rifle gains a +3 bonus to Attack and Damage Rolls instead
Cloning - Level 10
"Half of the Rabbit Team’s wiped out. Not gonna lie, the monsters in this place are a goddamn nuisance"
Multiplying Rabbits
When you are outright killed, a clone of you is made in a non-descript R-Corp bunker and you are re-deployed after a week, teleporting to a town or city you have visited, or, if you are using Bastion Rules, you are teleported to your Bastion.
The Clone has your memories, up to around 1 hour before your death.
The Clone possesses your class and subclass features, ability scores, proficiencies, and other character statistics, but does not retain any equipment or possessions you had when you died except for the R-Corp Gear provided by this subclass, as well as a set of clothes, Leather Armor, and 1 week's worth of Rations.
The gear you had when you died remains on your corpse, except for the R-Corp Gear, which is teleported back to one of R-Corp's factories to be scrapped and recycled.
If the replacement clone is killed, this process occurs again.
[___]'s Prowess
You gain an additional +2 bonus to initiative. When you make an attack against a creature whose initiative result is lower than yours, you gain a +1 bonus to the attack roll for every 5 points of difference between your initiative results, up to a maximum bonus of +3
Quick Suppression - Level 15
"Maximum mental corruption reached. Commencing automatic disposal."
R-Corp Issued Mental Corruption Suppression Pills
You gain resistance to Psychic damage, and you gain immunity to the Charmed and Frightened Conditions.
Going for the Bullseye!
When you make an attack against a creature, if your attack roll exceeds that creature's Armor Class by 3 or more, the attack deals additional damage equal to your Fighter level.
Once per turn, when you land a critical hit against a creature using your R-Corp Rifle, you deal additional damage equal to twice your fighter level, replacing the bonus damage from surpassing the target's Armor Class by 3 or more.
Battle Command - Level 18
"The mission is complete. We’ll now forget everything that has occurred here"
Rabbit Protocol
Once per day, as a bonus action, you can call in an order for the Rabbit Protocol. When you call in the Rabbits, 4 NPC Rabbit Team members are teleported to unoccupied spaces within 20 feet of you, or the Nearest Unoccupied spaces if there are no open spaces within 20 feet of you.
The Rabbits are Level 15 Fighters and possess the Fighter and R-Corp Rabbit subclass features appropriate to their level. They only have the equipment granted by this subclass, as well as leather Armor.
The Rabbits called by this feature have a Strength score of 16, a Dexterity score of 18, a Constitution Score of 17, and Wisdom, Intelligence, and Charisma scores of 10.
The Rabbits called by this feature act on your initiative, but are controlled by the DM. The Rabbits remain for 1d4 hours or until all nearby hostile creatures are eliminated.
If a Rabbit summoned by this feature is killed, it is replaced through Multiplying Rabbits after one week. The replacement Rabbit remains in R-Corp custody and is not deployed to you unless you use Rabbit Protocol again.
The Summoned Rabbits have simple priorities, eliminate all hostile creatures and protect the mission objective (if applicable). The Summoned Rabbits ignore non-hostile creatures, and they Follow your orders (if possible). If summoned during combat and there is at least one entrance or exit to the area, at least one Rabbit will attempt to set up a Rabbit Team Barrier using its bonus action at the earliest opportunity, with more of the Rabbits also joining in if there are more entrances or exits than a single Rabbit can Blockade.
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