Fighter
Base Class: Fighter

Seal Weapons. Machines Cells. Automagods. Words incomprehensible to most skydwellers, but these are your tools, your weapons, your partners. Whether you were contracted by the Society or got your hands on this advanced, archaic technology some other way, you now command power that is out of this world. Whether you use it for good or for evil, to protect or destroy, you are one with your weapon, a force beyond nature. You are a Relic Buster.

Machine Cells

Beginning when you choose this archetype at 3rd level, you unlock the secrets of your weapon and the machine cells that give it such unworldly power. You have a number of machine cells equal to your Fighter level plus your Intelligence modifier, represented by d4s. Whenever you make a weapon attack using your seal weapon, you can add a machine cell to your attack roll. You can do this after rolling but before knowing the result. Whenever you hit with a weapon attack using your seal weapon, you can add a machine cell to the damage roll. You learn other ways to utilize your machine cells as you level up. You regain all your machine cells when you complete a short or long rest.

At 10th level, your machine cells turn into d6s. At 18th level, they turn into d8s.

Seal Weapon

At 3rd level, your seal weapon begins to exhibit its unique properties. It forms an unshakeable bond with its contractor and adapts over time to their needs. Choose one of your weapons to awaken. You have advantage on rolls against being disarmed of it. It gains two of the following augments:

Acid Augment

When you use a machine cell to add damage to a weapon attack, the attack deals acid damage instead of its normal type.

If you would take acid damage, you can use your reaction and a machine cell to reduce it by that amount.

Adrenaline Augment

Whenever you use a machine cell, you gain 1 temporary hit point for the next 1 minute.

Alertness Augment

Whenever you make a Perception check, you can add a machine cell to the roll. You can do this after rolling but before knowing the result.

Analysis Augment

Whenever you make an Investigation check, you can add a machine cell to the roll. You can do this after rolling but before knowing the result.

Antitoxin Augment

If you would make a saving throw against poison, you can use your reaction to add a machine cell to the roll. If you would take poison damage, you can use your reaction and a machine cell to reduce it by that amount.

Chainblade Augment

When you use a machine cell to add damage to a weapon attack, the attack deals both piercing and slashing damage instead of its normal type. Traits and abilities that enhance either enhance it. It is only reduced if the target has resistance or immunity to both. The weapon must be a melee weapon that deals either piercing or slashing damage normally.

Cold Augment

When you use a machine cell to add damage to a weapon attack, the attack deals cold damage instead of its normal type.

If you would take cold damage, you can use your reaction and a machine cell to reduce it by that amount.

Fire Augment

When you use a machine cell to add damage to a weapon attack, the attack deals fire damage instead of its normal type.

If you would take fire damage, you can use your reaction and a machine cell to reduce it by that amount.

Homing Augment

You can add an additional machine cell to your attack rolls. Ranged weapons only.

Lightning Augment

When you use a machine cell to add damage to a weapon attack, the attack deals lightning damage instead of its normal type.

If you would take lightning damage, you can use your reaction and a machine cell to reduce it by that amount.

Rationality Augment

When you make a Wisdom saving throw, you can add a machine cell to the roll. You can do this after rolling but before knowing the result.

Reflex Augment

When you roll initiative, you can add one machine cell to your initiative roll.

Silencer Augment

Whenever you make a Stealth check, you can add a machine cell to the roll. You can do this after rolling but before knowing the result.

Speed Augment

Whenever you use a machine cell, your movement speed increases by that many feet until the end of your turn.

Reconfigure

Starting at 7th level, your weapon can adapt to your needs and abilities by assimilating new weapon information through its machine cells. Whenever you finish a long rest, you can change your seal weapon's form by feeding it a non-magical weapon. It becomes the new weapon, while retaining its Seal Weapon abilities.

At your DM's discretion, you can feed it a magical weapon. It either becomes that weapon, while retaining its Seal Weapon abilities, or retains its current form while absorbing one or more abilities of the fed weapon, becoming a magical weapon. A magical Seal Weapon should not be reconfigured without asking your DM.

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following: exchange an augment for a new one, change your chosen defensive mode, or change your chosen aggressive mode.

Whenever you reconfigure your weapon, spend a machine cell. You cannot reconfigure your weapon again for that many days.

Mode: Defensive

At 7th level, you unlock powerful defensive capabilities from your machine cells. Choose one of the following defensive modes:

Cellular Regeneration

As a bonus action, you can spend a machine cell to heal that many hit points.

Reactive Armor

As a bonus action, you can spend a machine cell. Until your next turn, the next time an attack would hit you, add the machine cell to your AC.

Tactical Shield

As an action, you can spend up to 5 machine cells. You and up to three other creatures within 30 feet of you gain that many temporary hit points for the next 1 minute.

Mode: Aggressive

Starting at 10th level, you learn to unleash the destructive abilities of your machine cells. Choose one of the following aggressive modes:

Blitz Raid

As a bonus action, you can spend one machine cell to make one weapon attack with your seal weapon.

Perpetual Motion

Whenever you hit a creature with a weapon attack using your seal weapon, you may use a machine cell to increase your movement by that many feet and you don’t provoke opportunity attacks from that creature for the rest of the turn.

Shrapnel Cells

Once per turn, when you add a machine cell to your seal weapon damage, you may have each other creature besides yourself within a 5 foot radius of the target make a Dexterity saving throw. The DC is equal to 8 + your proficiency bonus + your Intelligence modifier. On a failure, they take damage equal to the amount added by the machine cell plus your Intelligence modifier.

Limit Burst

At 15th level, you break past the former limits of your seal weapon. If a feature would let you use one or more machine cells, you can use that many plus one.

Relic Killer

When you reach 18th level, you gain the ability to fully release your seal weapon, embodying extreme destructive power for a limited time, at the risk of your own body. As a bonus action, you can release your weapon. You gain a number of machine cells equal to your Intelligence modifier, your AC is reduced by your Intelligence modifier, and you can treat any machine cell roll lower than your Intelligence modifier as equal to your Intelligence modifier instead. This lasts for 1 minute or until you deactivate it as a bonus action. Once you use this feature, you can’t use it again until you finish a short or long rest.

Relic Buster Image

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