Base Class: Fighter
This class utilizes tinker tools to enhance gauntlets to become anything you can desire. From a champion shielding his allies, to a pit fighter with enhanced strength, to a skirmisher, using technology to harness elements into ranged shots of power. You have created a device to evolve with you and adjust as you see fit. With time, your gauntlets will do more then be simple weapons. Ideas and possibilities are endless. Intelligence isn't just for the magically inclined.
Modified Gauntlet
Using your intelligence and tinkering tools, you manage to turn what used to be a armored glove into something extraordinary. You may choose one of the three options below to design your gauntlet towards.
While only one of the options states the ability to have two gauntlets, it is up to your DM if you may create a second one and how it will interact with the other, outside of the rules stated. (Such as having two Gauntlets of Protection, and whether or not it will increase AC twice)
Arcane Gauntlet
You have created a single gauntlet that manages to use the elements and magical energy to attack your foes, allowing you to safely stay at a range.
Your gauntlet can be fired dealing 1d6 bludgeoning damage. Any abilities with saves use 8 + Intelligence Modifier + Proficiency bonus.
You also gain the following abilities, which you may use a number of times equal to half your fighter level rounded down. You regain these on a long rest.
Force shot: You use your bonus action to change the flow of magic in your gauntlet. When you attack a target within 15ft they must make a constitution save or be pushed back 10ft and be knocked prone. On a successful save, the target is knocked back 5ft.
Accurized shot: As a bonus action you change your gauntlet to manage to be more accurate for a single shot. You may choose to give yourself advantage on your next attack or change the damage for the next attack to 1d8. This damage may change as the gauntlet is upgraded.
Enhanced Gauntlets
You create two gauntlets, made for punching and punching hard. These gauntlets are weapons you are proficient in, and each deal damage in one of the three physical types that you choose on creation of the gauntlets (bludgeoning, piercing, or slashing). You may spend one hour to change the damage type of your gauntlets during a short or long rest. Each gauntlet does 1d6 damage and counts as a light weapon.
As a free action, you may enhance your attacks for a single round. When you do this, your damage increases on both gauntlets to 1d8. The ability can be used a number of times equal to half your level rounded down.
Gauntlet of Protection
You gain benefits of having a shield while having this gauntlet equip, but are still allowed to use both hands for other items.
You cannot equip a shield while you have this gauntlet on.
You gain the following abilities that you may use a number of times equal to half your fighter level rounded down. This feature resets on a long rest. Any feature requiring a save is made against 8 + your Intelligence modifier + Your proficiency bonus.
Defensive installation: You may use your reaction to increase your AC by your proficiency modifier for a single attack. This is done after the attack roll is made, and if it changes the attack from a hit to a miss (forces a attack that would hit you to miss) you are able to make a single attack against the target.
Supporting systems: You empower your gauntlet to assist you, allowing you to add your wisdom modifier to strength checks or saving throws for a single round.
Enhanced Battletech
At 7th Level, you gain the ability to determine what type of damage you would like to modify your gauntlet to be, and your gauntlet counts as magic for purposes of overcoming resistance and immunity. This also gives you resistance to the elements you choose to imbue into your gauntlet if it is not a physical damage.
You may choose from the following for each gauntlet:
Fire, Cold, Lightning, or Acid.
Whichever type you choose adds 1d6 of that type to your attacks and gives your resistances to that damage.
You also gain Advantage on Intelligence checks on any technology and arcana checks.
While the Enhanced gauntlet can take two different elements (due to having two gauntlets) both Arcane and Protection Gauntlets only receive one unless they create a second gauntlet.
Acid Attunement
You attune your gauntlet to add and resist acid damage.
Cold Attunement
You attune your gauntlet to have cold damage and resistance.
Fire Attunement
You attune your gauntlet to have fire damage and resistance.
Lightning Attunement
your attune your gauntlet to have lightning damage and resistance.
Surging Power
You have installed a battery into your gauntlet. Your battery holds up to one third your level in charges. These charges can be used to grant one of the following. Each of the following actions consumes charge. Whenever your attack critically strikes, you gain a single charge back to your battery.
As a reaction, you may use two charges to over-fire your gauntlet in a direction with extreme force, allowing you to use the Evasion.
As a bonus action you can use one charge to use the force of your gauntlet to propel your forward, increasing your movement and jump height by 10 ft for the turn.
As a bonus action you may spend one charge of your battery to roll double the dice on your next attack. This charge is expended even if you miss your target.
As an action, you may use one charge to attempt to change your damage type mid battle. You must make a DC 15 tinker tools check. On a success, you change the damage type of one or both of your gauntlets. On a fail, your gauntlet malfunctions and remains stuck in the current damage profile, and you cannot attempt to change it again until after your next turn. On your next turn, you may try again against a DC 20. If you fail a second time, your gauntlet is damaged and cannot be changed until you repair it during a long rest.
As a reaction, you may spend two charges from your battery to cast shield on yourself for one round.
As a bonus action or a reaction you may spend one charge of your battery for advantage on a Strength or Constitution check or save.
As a bonus action, you may spend one charge of your battery to overcharge your gauntlets element, doubling the elemental damage of your attacks, but also causing them to harm you as well. You only take the elemental damage and not the physical damage of each attack, which you are also resistant to, due to your gauntlet.
If you chose the Arcane Gauntlet, both of your ranges increase by 30 ft permanently. You may also expend one charge of your battery to double your range for a single turn.
If you chose the Gauntlet of Protection, you may expend one charge of your battery to give yourself immunity to your gauntlets resistance for a single round, or grant resistance to either slashing, piercing, or bludgeoning damage for a single turn.
If you chose the Gauntlet of Protection you also gain the ability to as a reaction, expend one charge of battery during an enemy melee attack, dealing half the damage they dealt to you back to them in your attuned element.
Elemental Synergy
If you take damage from another source besides yourself in the element of your gauntlets attunement, you gain one charge of battery. This may only happen once per turn.
You have also learned how your gauntlets work to the point where switching elements has become second nature. You have advantage on tinker's tools checks to change your elements, and it no longer requires a charge of battery. If you critically succeed on changing the element, you may double the elemental damage of your attacks until your next turn.
If both of your gauntlets are attuned to the same element, you may increase the elemental damage by your wisdom modifier, and reroll die rolls of one for the elemental damage.
Applied Force
At level 18, you critically strike on a roll of 19-20 when you critically strike, you make make an extra attack at advantage. This extra strike adds your intelligence modifier to the damage but cannot critically strike. The attack is considered a free action, and does not prevent you from making your other attacks this turn. This strike also uses the impact to partially recharge your battery, regaining two charges instead of one.
Arcane gauntlets gain the ability to expend two charges from their battery to gain a fly speed of 30ft for a single turn.
Gauntlet of Protection gain the ability to expend two charges from their battery to gain resistance to all physical damage.
Enhanced Gauntlets gain the ability to expend two charges from their battery to add their wisdom modifier to all attacks made for the turn.
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