Fighter
Base Class: Fighter

Swift, powerful, and alien in nature, a Bioarmored Warrior is a being who came to possess a suit of strange, organic armor. Whether found in the wreck of a strange otherworldly craft, discovered in an ancient ruin long lost to time, or perhaps even a new innovation brought upon by some mad scientist, the result is a symbiotic creature. Bonded to the warrior, the symbiote is a living suit of protective armor, and a power weapon.

The bonding process is painful, the symbiote drilling into the flesh of its new host and binding itself to the spine and nervous system. If the host survives the binding, they find themselves able to interface with its new organic armor as if it was a second skin, manifesting its armor and weapons as needed in the heat of battle. Due to the new bond though, the host find themselves hungry, consuming twice as much food as they normally would.

The symbiote itself is either dormant, or active in its normal times. This seems to be dependent upon the symbiote itself, some being entirely silent and simply existing within the host, but others actually telepathically speak to its host and even have personalities. (This is purely for flavor, and is up to the player to determine. Do you want to potentially role play two separate characters? Here is your opportunity!)

The bonded host and symbiote are a fearsome opponent on the battlefield. The armor itself provides a protective layer for the host when needed, forming the armor itself in a moments notice when needed. This suit is like a second skin, not hindering mobility, and cannot be removed from the host by any means without killing them. The symbiote can also manifest a wide variety of weapons for the warrior to use, from sharp blades to hard bludgeoning limbs even to projected energy weapons. The suit provides whatever is needed in the situation, adapting to its environment and any threats to the host. The symbiote will do anything it can to ensure the survival of its host.  

Symbiotic Armor

Beginning at 3rd level when you obtain this subclass, the bond with your symbiote allows you to manifest a suit of hardened, organic armor as a bonus action. This armor is like a second skin, and covers your entire body. It cannot be removed from you while you are alive. If you are killed, the armor crumbles to dust. You gain no benefit from wearing any other type of armor or a shield. You can activate or dismiss it as a bonus action, and it is automatically dismissed if you are rendered unconscious. The armor has three forms, you can choose which form to use when you activate it. The armor grants the following benefits when it is active, some of which may depend on the type of armor chosen.

Adaptive Air Filtration - You can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons)

Darkvision -  You gain darkvision out to 60ft. If you already have darkvision, the range is increased by 30ft.

Adaptive Armor - Your Armor Class depends on the form you chose, refer to the table below to determine your AC, and the Prerequisites you need to satisfy in order to use a form. The armor also gains a bonus +1 ac at level 9, +1 at level 12(+2) and a +1 bonus at level 18 (+3).

Symbiotic Armor
Mode Prerequisite Effect
Mobility Plating None AC = 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor).
Composite Plating Str 13, Dex 13 AC = 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus.
Heavy Plating Str 15, Heavy Armor Proficiency AC = 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks.
Composite Plating

This suit of Composite organic plating is both strong, yet light enough to not hinder movement in a massive way. While in this form, your AC is equal to 13 + Dexterity Modifier(Max 2) + Proficiency Bonus.

Heavy Plating

This form creates heavy organic plates that provide maximum protection, at the cost of some mobility. While in this form, your AC is equal to 16 + proficiency modifier, and you have disadvantage on stealth checks. 

Mobility Plating

Mobility Plating is light, not hindering speed or motion in any way. While in this form, your AC is equal to 11 + Dexterity Modifier + Proficiency Modifier.

Adaptive Weapons System

Starting at 3rd level when you obtain this subclass, you also gain access to the basic weapon systems built into the symbiotic armor. These weapons come in a variety of forms, and can be shifted to another form at will. You are proficient with these weapons. As part of the bonus action used to summon forth your armor, you may activate one of the following weapon choices. Additionally, as a bonus action on subsequent turns you may alter the weapon to a different form. The weapons are part of the armor, forming from it as needed. You cannot be disarmed, and if you drop the weapon it is simply retracted back into the armor instantaneously.

Vibrosword - This weapon is a long, sharp sword that seems to vibrate along the edge. The Vibrosword is excellent for quick strikes, cutting through most anything. The Sword deals 1d8 slashing damage and has the finesse property.

Hyperdense Gauntlets - This weapon is a highly dense set of gauntlets that enhance striking power and brute strength. The Gauntlets deal 1d6 bludgeoning damage and while using this weapon, if you take the attack action on your turn you may make 1 additional attack as a bonus action.

Charge Spear  - This weapon is a large and heavy piercing appendage which can be used to stab foes just slightly out of reach. The Charge Spear deals 1d12 piercing damage and has the reach, heavy, and two handed properties.

Protoblades - These weapons are a pair of short blades which are excellent for fast precise strikes. The Protoblades deal 1d6 slashing damage, have the finesse and light properties, can be thrown 30ft, and come in a pair that can be dual wielded. When thrown, the blade remains where it landed or hit, and a new blade is produced for the host instantly. Thrown blades disintegrate at the start of your next turn

HPE Blaster - This weapon is a Hyperfocused Projected Energy Blaster, a short range energy weapon capable of quick and accurate shots even in close quarters. The Blaster deals 1d8 force damage, has a range of 60/100ft, and while using this weapon you do not have disadvantage when firing while in melee with an opponent.

Magnetic Railgun - This weapon is a high powered Railgun capable of long ranged shots with high penetrating power, firing magnetically charged particles produced by the suit. The Railgun deals 1d12 piercing damage and has a range of 150/400ft. The Railgun has the Heavy and two handed properties, and imposes disadvantage when fired in melee even if you have a feature that might otherwise negate this.

Improved Weapon Systems

Beginning at level 7, your familiarity with the symbiote, the suit and its weapon systems improves. The weapons produced by your bioarmor are now considered magical for the purposes of piercing resistance, This bonus increases to +2 when you reach 9th level in this class, and to +3 when you reach 12th level in this class (This will have to be manually added, as I could not get the bonus to apply to both to hit and damage rolls with just the weapons.)

Warrior's Instincts

At level 10 your bond with the Symbiote grows, granting you a more intuitive feel for the weapons it provides. As your instincts sharpen, so does your skills as a warriors.

You gain an additional fighting style, chosen from the list below. The choice selected cannot be the same as one already taken.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Organic Armor Improvement

At level 15 the armor's protective capabilities are drastically improved. The Symbiote wants the host to remain alive, and so evolves itself to better enhance its defenses, and in turn the hosts. While your armor is active, you have resistance to non magical Bludgeoning, Piercing, and Slashing damage.

Ultimate Symbiotic Warrior

At level 18 you have bonded so fully with your symbiote that it is impossible to distinguish between it and you. This bond has unlocked the ultimate form of the weapon systems, upgrading them to their full potential and granting each additional powers, as noted below. Additionally, each weapon now deals 1 additional dice of damage based on the weapon being used.

Vibroslice - You can ignore resistance to slashing damage with your vibroblade. Once per turn when you hit a creature with your vibroblade, you can reduce their Armor Class by 1 for one minute. An enemy's Armor Class can be reduced by up to 2 at any one time by this effect. Subsequent uses of this ability on a creature whose Armor Class is already reduced by 2 by this effect have no further effect. You can use this ability a number of times equal to your constitution modifier.

Hyperdense Charge - They Hyperdense Gauntlets may be charged up and used in one massive blow. As an action you focus energy into a single powerful blow. Make a single attack using the Gauntlets. On a hit, the target takes the normal damage from the gauntlet plus an additional 6d6 damage, and are knocked back 10ft.

Charge Lance  - The Chargespear's reach increases to 15ft, and you can roll an additional 2d12 when determining the extra damage for a critical hit with the charge lance.

Blinkblade - The Protoblades unique throwing technique improves. The range of your throw increased to 60ft, and you may teleport to a 5ft space adjacent to a thrown blade as a bonus action.

Stunshot - The HPE Blaster shots can be overcharged, not only slamming the target with concussive shots but also disorienting them. As part of an attack made with this weapon, you may force the target to make a constitution saving throw or be stunned until the start of your next turn. The save DC is determined as 8+proficiency bonus+dexterity modifier, and you may only use this ability a number of times equal to your constitution modifier. The charges reset on a long rest.

MAC Shot - The Railgun may be used to charge up and fire a single powerful shot. As an action you may make a single attack with the Railgun against a target. On a hit, the shot deals the damage of the Railgun plus an additional 6d12 piercing damage. Creatures in a 30ft line directly behind the initial target must make a dexterity saving throw or take half the damage of the attack. This ability may only be used a number of times equal to your constitution modifier, and the save DC is determined as 8+proficiency bonus+dexterity modifier. The charged for this ability recharge on a long rest.

Armor Upgrade Alpha

Armor Upgrade : This Ability is strictly to scale the armor properly as you level. This is the +1 for reaching level 9 in this class.

Armor Upgrade Beta

Armor Upgrade : This Ability is strictly to scale the armor properly as you level. This is the +1 for reaching level 12 in this class.

Armor Upgrade Omega

Armor Upgrade : This Ability is strictly to scale the armor properly as you level. This is the +1 for reaching level 18 in this class.

Adaptive Armor Abilities

This ability links your armor to your chosen form.

Composite Plating

Your AC is 13 + Dexterity Modifier(Max 2) + Proficiency Modifier.

Heavy Plating

Your AC is 16 + Proficiency Modifier. You have disadvantage on Stealth Checks

Mobility Plating

Your AC is 11 + Dexterity Modifier + Proficiency Modifier.

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