Fighter
Base Class: Fighter

A fanatical group of Neo-Militaristic hunters known as The Survey Corps are dedicated to the mastery of extreme mobility especially in the air as well as sudden burst damage against foes substantially larger than themselves. The Survey Corps wields specialized gear called Omni Directional Mobility Gear. In order to utilize this gear, the user must be trained over the course of a few years and undergo extreme calisthenics to be able to handle the equipment. A fully trained and equipped Hunter can easily out maneuver and destroy opponents many times larger and more powerful than themselves. A group of these Hunters may find it difficult to find an even match for their combined power. 

*This subclass is based on speed and momentum to achieve unmatched mobility and burst damage. As such it is restricted to medium races and lower, additionally if you possess the powerful build racial trait you may not use this subclass.*

We are the Hunters

When you choose this archetype at 3rd level, once per turn, when you deal damage with a melee weapon attack against a creature that is at least one size larger than you, you may add your proficiency bonus to one of the attack's damage rolls.

Endurance Training

Beginning at 3rd level, the extreme training you undergo to be part of the Survey Corps gives you increased endurance. You have advantage on Constitution Saving Throws to avoid levels of exhaustion resulting from a Forced March.

Omni Directional Mobility Gear

Upon reaching 7th level, you gain the use of the Omni Directional Mobility Gear (ODMG). The gear is a complex system of straps, reels, hooks, wires, and gas. In order to use this gear you must not be wearing medium or heavy armor. Using your gear you can propel yourself to extreme heights and speed in order to defeat foes much more powerful than yourself. The ODMG sits at your lower back and fires hooks connected to high tensile wire through the air. The hooks have a lesser immovable rod enchantment on them which means they do not need to actually hook into anything in order to work. Once the hooks are in place, compressed gas spins reels rapidly pulling in the wire and propelling you toward the hooks' location. As part of this subclass it is assumed that your character has been working on and training with this gear for sometime. You have mastered this system, which is extremely difficult to use and tailored specifically for you, as such no other creature may effectively use your ODMG.

As a bonus action, you can activate your ODMG. For ten minutes or until you drop to 0 hit points, you gain the following benefits:

  • When you take the attack action, you can Jump in place of any number of your attacks. When you Jump, you can travel a distance equal to or half of your walking speed.
  • When you Jump, you build momentum behind your attacks. For each Jump you make, add 1d10 damage to your next melee weapon attack, provided that it occurs on the same turn as the Jump. This damage increases to 2d10 when you reach 12th level in this class. Damage granted by this feature is considered magical for the purpose of overcoming resistances and immunities to nonmagical damage. 
  • If you end your turn in the air, you can slow your descent using your grappling hooks as a reaction. While slowing your fall in this way, you descend at a rate of 10 feet per round, and while you are still airborne, you can use a bonus action to suspend your fall and remain stationary in the air.

Once you use this feature,  you can't use it again until you finish a long rest.

 

Veteran of the Corps

At 10th level, countless battles and constant movement have molded your body into peak physical form. Your maximum walking speed is increased by 10ft and you can no longer lose movement speed as a result of levels of exhaustion. Additionally, moving through nonmagical difficult terrain costs you no extra movement.

Efficient Tanks

Upon reaching 15th level, you’ve upgraded the design of your gas tanks to include multiple intake ports. As a result you can now refill your tanks as part of a short rest. Additionally your gear now includes a spare set of tanks. You can activate your ODMG twice before the need to refill.

Perfect Critical

At 18th level, the momentum you generate is a force of nature as you catapult yourself across the battlefield. For each Jump you make before a weapon attack, the roll needed for a critical hit is reduced by 1. This bonus resets at the start of your next turn.

Previous Versions

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1/8/2021 10:02:17 AM
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