Martial Archetype

Cyborg

These fighters have augmented parts of their body to enhance their strenght and speed, make them more durable, or needed to replace some lost limbs. Those who traded their flesh for steel have to live with the consequences.

Cyborg Features
Fighter level Feature
3rd Bonus Proficiency, Augmented Body
7th Upgraded Weapon Tech
10th Enhanced Reflexes
15th System: Overdrive
18th Killer Machine

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Intimidation, Medicine, Perception, or Persuasion. Alternatively, you gain one tool of your choice and are proficient with it. The tool is build into you.

Augmented Body

Starting at 3rd level your body is half mechanic and cannot wear armor. Instead, you gain the following effects:

  • Your AC equals 10 + your Dexterity modifier + your Charisma modifier.
  • Your walking speed increases by 10 feet when you aren't carrying a shield.
  • Attacks made while wielding a weapon two-handed increase their damage die type by 1. (Examples: a d10 turns into a d12, a d12 turns into a 2d6.)
  • You gain half value of normal healing and half value of construct based healing. Second Wind is not affected.
  • Lightning damage against you cannot be reduced.

Upgraded Weapon Tech

Starting at 7th level you upgrade your weapons with the same tech your body is made of, letting them strike through most defenses.

Your weapon attacks gain +1 to hit and an additional +2 against shields.

Enhanced Reflexes

At 10th level your reflexes allow you to dodge attacks and look for an opening. When a creature attacks you with a attack or single target projectile, roll a d8. On a 7 the attack misses you, on an 8 you reflect the projectile back or make one melee weapon attack against the attacker.























Art Credit

Art: Raiden, Metal Gear made by Konami


System: Overdrive

At 15th level you can push yourself beyond your limits. When you use your Action Surge feature, you can choose to go in an overdrive, gaining the following benefits:

  • You gain a third action.
  • You can jump up to 60 feet in the air and attack mid-air.
  • You have resistance to falling damage.

When your turn ends, you suffer one level of exhaustion.

Killer Machine

Starting at 18th level you can enter a massacre protocol to protect yourself. At the start of your turn, if you have no more than half of your hit points left, you can choose to activate your protocol, causing the following effects:

  • You speed is doubled.
  • You cannot use Action Surge.
  • When you make a weapon attack, roll d20s equal to the amount of attacks you have. Add or remove a d20 on advantage or disadvantage respectively. Choose the highest d20 and use that for all your attacks on your turn. Add you Charisma modifier to the weapon damage.

This effect lasts until you haven't hit a creature for a turn or fall unconscious. The first turn you use this feature you can choose your action and target, each turn after you are forced to hit the nearest creature. If multiple creatures are within reach, the DM chooses the target randomly. Once you use this feature, you can't use it again until you finish a long rest.