Base Class: Fighter
The Lazarus Soldiers/Rising Spirits are an elite group, created in the malevolent interests of an organization dedicated to creating advanced super-soldiers, capable of carrying out dangerous mission with no remorse or hesitation. While many of these creations failed, the production of newly-invented, magically-enhanced creatures called "nanites" allowed this shadowy group to fully realize their plans, creating the "Lazarus Soldier/Rising Spirit."
Even if you did not have superhuman abilities, you would be a formidable opponent. Carefully selected for your training in many forms of armed and unarmed combat, which make you an excellent fighter and assassin. However, once imbued with the impressive enhancement of nanites, you find yourself a rather impressive foe.
Nanites grant all Lazarus Soldiers/Rising Spirits superhuman abilities, however, the cost of creating such a powerful character is the mental toll the psychological conditioning requires. Because these soldiers were able to release themselves from the bonds placed on them by their captors, they are often left broken, trying to recover their identity and the person they were before they were so drastically changed. The constant struggle, anguish, and mistrust of their fluctuating sense of identity and their relationship with the surrounding world impacts their ability to stay resolute in heightened situations.
Needless to say, Lazarus Soldiers/Rising Spirits are powerful, explosive, and frail.
Nanite Proficiency
The enhancements forced upon you may have come at a cost, but the benefits are beginning to make themselves known.
Adaptive Regeneration
Adaptive Regeneration: You may cast Cure Wounds at will.
Altered Appearance
Altered Appearance: You may cast Disguise Self at will.
Nanite Night Vision
Nanite Night Vision - You gain the Darkvision ability if you don’t already have it, and gain expertise on perception checks relying on sight.
At level 12 your nanites further improve your vision, giving you Devil's Sight. Magical darkness doesn’t impede your darkvision.
Nanite Expertise
The relationship between you and your augmentations grows, producing more options and abilities for you to wield.
Adaptive Regeneration
Adaptive Regeneration: You may cast Cure Wounds at will.
Altered Appearance
Altered Appearance: You may cast Disguise Self at will.
Heightened Agility
Heightened Agility - You may spend a bonus action to +4 Dexterity until the beginning of your next turn.
Nanite Enhanced Strength
Nanite Enhanced Strength - Double your damage modifier the first melee attack you make each turn.
Nanite Night Vision
Nanite Night Vision - You gain the Darkvision ability if you don’t already have it, and gain expertise on perception checks relying on sight.
At level 12 your nanites further improve your vision, giving you Devil's Sight. Magical darkness doesn’t impede your darkvision.
Synthetic Speed Boost
Synthetic Speed Boost - You may spend a bonus action to dash.
At lvl 16, activating this ability doubles your movement for the turn.
Nanite Mastery
After such a long journey, you hardly have to extend a thought and your nanites act upon your will. The services they offer make you something far beyond the man you use to be.
Adaptive Regeneration
Adaptive Regeneration: You may cast Cure Wounds at will.
Altered Appearance
Altered Appearance: You may cast Disguise Self at will.
Artificially Augmented Marksmanship
Artificially Augmented Marksmanship: You may add +2 to hit with any firearm.
Heightened Agility
Heightened Agility - You may spend a bonus action to +4 Dexterity until the beginning of your next turn.
Machine Learning
Machine Learning - Harness the computational power of the nanites to gain +3 on any intelligence based skill check. You can activate this ability twice per day.
At lvl 16 you may use this ability and additional two times per day.
Nanite Enhanced Strength
Nanite Enhanced Strength - Double your damage modifier the first melee attack you make each turn.
Nanite Fuel
Nanite Fuel - When you consume any potion that provides healing, you gain an additional 3d4 health.
At Higher levels, you may increase the benefits,
Level 13 - 4d4.
Level 16 - 5d4.
Level 20 - 6d4.
Nanite Night Vision
Nanite Night Vision - You gain the Darkvision ability if you don’t already have it, and gain expertise on perception checks relying on sight.
At level 12 your nanites further improve your vision, giving you Devil's Sight. Magical darkness doesn’t impede your darkvision.
Synthetic Speed Boost
Synthetic Speed Boost - You may spend a bonus action to dash.
At lvl 16, activating this ability doubles your movement for the turn.
Legendary Nanite Ingratiation
The you who once stood apart from the nanites no longer exists. The heights you have achieved with your enhancement have been won with the unity of intent between you and the gifts you've been given.
Adaptive Regeneration
Adaptive Regeneration: You may cast Cure Wounds at will.
Altered Appearance
Altered Appearance: You may cast Disguise Self at will.
Artificially Augmented Marksmanship
Artificially Augmented Marksmanship: You may add +2 to hit with any firearm.
Explosive Hand to Hand Combatant
Your abilities to take attack enemies effectively and efficiently has left so many other historic warriors in the dust. Any enemy that stands before you should do so with great consideration, for their life hangs in the balance.
Heightened Agility
Heightened Agility - You may spend a bonus action to +4 Dexterity until the beginning of your next turn.
Machine Learning
Machine Learning - Harness the computational power of the nanites to gain +3 on any intelligence based skill check. You can activate this ability twice per day.
At lvl 16 you may use this ability and additional two times per day.
Nanite Enhanced Strength
Nanite Enhanced Strength - Double your damage modifier the first melee attack you make each turn.
Nanite Fuel
Nanite Fuel - When you consume any potion that provides healing, you gain an additional 3d4 health.
At Higher levels, you may increase the benefits,
Level 13 - 4d4.
Level 16 - 5d4.
Level 20 - 6d4.
Nanite Night Vision
Nanite Night Vision - You gain the Darkvision ability if you don’t already have it, and gain expertise on perception checks relying on sight.
At level 12 your nanites further improve your vision, giving you Devil's Sight. Magical darkness doesn’t impede your darkvision.
Reinforced Endurance
Reinforced Endurance - You may spend a bonus action to gain 3d8 temporary hit points, increase your AC by 2, and gain +4 to Constitution saving throws for one minute. If this ability is already active when you activate it, it replaces the effect, rather than adding to it.
Superhuman Tactician
Maneuvers. You learn four maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. In order to use a maneuver, you must expend a superiority die.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Maneuvers
The maneuvers are presented in alphabetical order.
Commander’s Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.
Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Synthetic Speed Boost
Synthetic Speed Boost - You may spend a bonus action to dash.
At lvl 16, activating this ability doubles your movement for the turn.
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