Fighter
Base Class: Fighter

Grunts, warhounds, mudstompers; they go by many
names, but every great armada in the ‘verse is supported whole-cloth by its men and women on the ground. Among those brave soldiers, only a scarce few have the incredible strength, tenacity, and raw guts to join the ranks of the elite space marines. These super soldiers are bolstered by an arsenal of weapons and a suit of powerful and adaptable armor, called an impulse frame, which grants them every advantage possible over their opponents.

Bonus Proficiencies

Starting at 3rd level, you gain proficiency with the
Piloting skill.

Bug Hunter

Starting at 7th level, you gain proficiency in the
Perception and Survival skills if you did not have them before, and gain advantage on checks using those skills when tracking or spotting aberrations or monstrosities.

Squad Leader


Starting at 10th level, you gain an upgrade to your
impulse frame. Choose one of the following:
Heavy Frame. Your suit is reinforced with
adamantine-composite metal. While wearing your
impulse frame, your AC is 19, if it was not already
higher. Additionally, you have advantage on Strength checks and Strength saving throws while wearing it.
Marauder Frame. When you take off in your frame
in combat, you can double your flight speed until the end of the turn. Once you use this ability, you can't fly using your frame until you move 0 feet on one of your turns. Additionally, opportunity attacks made against you while you are flying have disadvantage.
Skirmish Frame. Once per turn, you can deal extra
damage to a creature you hit with a melee weapon
attack. This damage equals 1d4 for every 10 feet you have moved on your turn, up to a maximum of 6d4.

Mobile Comander

At 18th level, you gain an upgrade to your impulse
frame. Choose from one of the following:
Dragon Frame. You embed elemental manipulation technology into your suit. Choose a damage type from: acid, cold, fire, or lightning damage. While wearing your impulse frame, you have resistance to that damage type, and your weapon attacks deal an additional 1d6 damage of that type.
Overshield. Your suit gains a regenerating field of
ablative force. While wearing your impulse frame, you have a pool of 30 temporary hit points. As long as you haven't taken damage for 5 rounds (30 seconds),you regain 5 temporary hit points to this pool at the start of each of your turns.
Wraith Frame. You can use your frame to cast the
spell invisibility without using a spell slot. If you end
this spell early by attacking a creature, that attack
deals an additional 4d6 damage.

Impulse Frame

When you select this archetype at 3rd level, you gainaccess to the space marine’s most valuable piece of gear: as of magically-powered armor known as an impulse frame. An impulse frame is a suit of environmentally-sealed heavy armor made of exotic alloys. While wearing your impulse frame, you gain the following benefits:

Composite Plating. Your AC is 16, if it was not
already higher.

Impulse Pack. Your suit has an integrated jet
booster, allowing you a limited form of flight. You
can use your bonus action to take off, granting you a flight speed equal to the remainder of your movement until the end of your turn. You must begin and end your movement on the ground, otherwise you fall.
Life Support Systems. Your impulse frame
counts as a life suit.Your impulse frame is a magic item which is permanently attuned to you and does not count against your total number of attuned
magic items. You can integrate a different
suit of armor into your impulse frame by
spending 100 gp worth of materials and 24
hours of construction time. Doing so confers
the armor’s AC and magical properties (if any)
to your frame. You can integrate only one suit
into your frame at a time. If your impulse frame is destroyed, it can be rebuilt with 10 days of work and 1,000 gp in materials.

Expert Marksman

Starting at 15th level, when you make an attack with a blaster, you score a critical hit on a roll of 19 or 20.

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