The Mechanized Fist


Unleash the Power of Steel, the Fury of Machines, and the Might of the Mechanized Fist!

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Mechanized Fist

The Mechanized Fist is a formidable class that melds the raw power of technology with the indomitable spirit of its wielder. These warriors have undergone extensive cybernetic enhancements, replacing and augmenting their physical form with mechanical marvels. With integrated weapons, enhanced strength, and lightning-fast reflexes, the Mechanized Fist excels in close-quarters combat, delivering devastating blows to enemies unfortunate enough to stand in their way.

Equipped with cutting-edge technology and fueled by an unyielding resolve, the Mechanized Fist embodies the perfect union of man and machine. They are capable of extraordinary feats, whether it be unleashing a barrage of projectiles, analyzing and exploiting their foes’ weaknesses, or harnessing elemental energies to augment their attacks. Their cybernetic enhancements also grant them resilience and adaptability, allowing them to withstand punishing blows and swiftly respond to ever-changing combat scenarios.

A Mechanized Fist is a force to be reckoned with, a testament to the limitless possibilities of merging flesh and steel. Through rigorous training and unwavering determination, they have become the epitome of mechanized prowess, embodying the unyielding will to protect, conquer, or seek out new frontiers. In battle, they stand at the forefront, their fists crackling with energy, ready to deliver justice, bring destruction, or carve their name into history.

The Berserker-Typist
Level Proficiency Bonus Features
1st +2 Integrated Weapon’s
2nd +2 Power Strike, Blast Cannon, External Skeleton
3rd +2 Enhanced Cybernetics, Subclass Feature
4th +2 Abiility Score Increase
5th +3 Research Material, Valve Pressure
6th +3 Subclass Feature
7th +3 Combat Protocol
8th +3 Abiility Score Increase
9th +4 Enhanced Cybernetics/Integrated Weapons
10th +4 Unyielding Resilience, Subclass Feature
11th +4 Enhanced Cybernetics/Integrated Weapons
12th +4 Abiility Score Increase
13th +5 Past The Limit
14th +5 Subclass Feature
15th +5 Surge Overdrive
16th +5 Abiility Score Increase
17th +6 Enhanced Cybernetics/Integrated Weapons
18th +6 Neo Cannon Blast, Subclass Feature (will be added after playtesting)
19th +6 Abiility Score Increase
20th +6 Circuit Breaker Protocol: Ascendancy Override
21st +7 Cpu Crasher Subclass Feature

 

 

Class Features

Hit Points

Hit Dice:
1d10 per Mechanized Fist Level
Hit Points at 1st Level:
10 + your Constitution modifier
Hit Points at Higher Levels:
1d10 (or 6) + your Constitution modifier per Mechanized Fist Level

Proficiencies

Armor:
Medium and Heavy armour
Weapons:
Simple weapons, Martial weapons.
Tools:
one musical instrument, Tinker’s tools.
Saving Throws:
Constitution, Strength.
Skills:
Choose two from Athletics, Acrobatics, Investigation, Perception, or Intimidation.

Save DC: Unless stated otherwise your saves are 8+proficiency+/str/int/dex

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) Scale M⁠ail or (b) Chain Mail

Creating a mechanized Fist

When creating a Mechanized Fist, the process begins with envisioning the character’s background and origin. Consider how they became augmented with cybernetic enhancements. Did they willingly undergo the transformation as part of a technological experiment, or were they forced into it as a means of survival? Additionally, think about the purpose behind their enhancements. Are they seeking justice, protecting the weak, or simply striving for personal power and advancement?

Next, determine the primary abilities that define the Mechanized Fist class. Finally, consider the character’s motivation and alignment. Mechanized Fists might be driven by a desire to protect the innocent, seek revenge, or uncover the mysteries of their own existence. Alignments can range from lawful, driven by a code of conduct, to chaotic, representing a disregard for rules and an individualistic nature. Consider how the character’s experiences and the nature of their cybernetic enhancements influenced their alignment.

 

 

Integrated Weapon’s

At 1st level, you gain the ability to integrate weapons into your cybernetic limbs. Choose one weapon from the martial weapon list. This weapon is considered integrated into your body and doesn’t require a free hand to wield. You are proficient with this weapon. You may convert all weapon types into roll type using this feature. At 6th level, you can integrate an additional weapon into your body. At 14th level, you can integrate a third weapon into your body.

You can change what you picked when you hit level 9, 11, and 17.

Power Strike

At 2nd level, you learn to channel your strength into powerful strikes, it is a bonus action to enter this form and it lasts a minute. Whenever you hit with an attack using your integrated weapons, you can choose to add your Strength modifier to the damage roll, if the weapon already uses strength you may double the strength modifier damage.

External Skeleton

At 2nd level, you gain the External Skeleton. This functions like unarmoured defence, your ac is 10+ Con+dex/str.

Blast Cannon

Also at 2nd level, you gain the ability to release powerful blasts of energy from your integrated weaponry. As a bonus action, you can make a ranged weapon attack with one of your integrated weapons. On a hit, the target takes 1d4 (radiant, thunder, fire, force, cold, bludgeoning, piercing or necrotic) damage and an additional 1d4 force damage. This damage goes up every 5 Levels by an extra d2.

Enhanced Cybernetics

At 3rd level, your cybernetic enhancements improve. Choose one of the following improvements:

Superior Strength: Your strength score increases by 2 (a limit of 20)

Superior Speed: Your base walking speed increases by an additional 10 feet.

Superior Defense: Your AC increases by an additional +1.

You can change what you picked when you hit level 9, 11, and 17.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Research Material

At 5th level, when you take a long rest with after experiencing any sort of damage type your CPU can scan and provide information on how to resist said damage.

Valve Pressure

At 5th level, by flooding extra coolant into your valve you can make an extra attack as part of your attack. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Combat Protocol

At 7th level, you gain the ability to activate a combat protocol, enhancing your combat abilities for a short period. As a bonus action, you can enter Combat Protocol mode. While in this mode, you gain the following benefits for 1 minute: Your integrated weapons deal an additional 1d6 force damage on a hit. You have resistance to bludgeoning, piercing, and slashing damage. Once you use this feature, you can’t use it again until you finish a long rest.

Unyielding Resilience

At 10th level, your cybernetic enhancements provide you with increased resilience. You gain resistance to poison damage. You are also Immune to disease if you weren’t previously before.

Past The Limit

At 13th level, your mechanical body has pushed itself so hard you have somehow managed to break past the imitations put it in place. You are able to use your bonus action to dash, disengage or hide.

Surge Overdrive

At 15th level, you can push your mechanized body beyond its limits for a brief period. Once per long rest, as an action, you enter Overdrive Surge mode for 1 minute. While active, you gain the following benefits:

Your integrated weapons deal an additional 2d8 force damage on a hit. Your speed increases by 20 feet. You have resistance to bludgeoning, piercing, and slashing damage. Once you use this feature, you can’t use it again until you finish a long rest.

Neo Cannon Blast

At 18th level, You unleash a powerful surge of energy , targeting multiple foes within range. Each creature in a 30-foot cone must make a Dexterity saving throw. On a failed save, the creature takes full damage, while on a successful save, it takes half damage. This ability can target up to 4 creatures of your choice within the cone. The damage is 4d6

 

 

Circuit Breaker Protocol: Ascendancy Override

At 20th level, your body and mind become the pinnacle of mechanized prowess. Your strength, speed, and defense are further enhanced: You can use any ability that would require a long rest to recharge twice. Your base walking speed increases by an additional 20 feet. Your AC increases by an additional 2.

cat warrior

 

 

Incendiary Arsenal

Fiery Augmentation

At 3rd level, you gain the ability to infuse your integrated weapons with fiery energy. Whenever you hit with an attack using your integrated weapons, you can choose to deal an additional 1d6 fire damage.

Fire Starter

At 6th level, you gain the ability to launch small fire projectiles from your cybernetic body. As an action, you can make a ranged spell attack against a creature within 60 feet. On a hit, the target takes 2d8 fire damage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.

Infernal Barrage

At 10th level, you gain the ability to unleash a barrage of fiery projectiles. As an action, you can make a ranged attack against each creature of your choice within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one). On a hit, each target takes 3d6 fire damage. You can use this feature equal to your proficiency bonus before you must have a short or long rest.

Immolation Core

At 14th level, your cybernetic body becomes a searing furnace of destruction. As a bonus action, you can activate the Immolation Core for 1 minute. While active, you gain the following benefits:

You can convert all damage types into fire, All your attacks deal an extra 2d4 fire damage, all previous damage die from the subclass go up one when you enter this mode. You may also turn incoming damage into fire damage

Pyroforge Prime: Incinerus, the Infernal Sentinel

At 21st level, you ascend to the pinnacle of your power, becoming a living embodiment of fire and destruction. Once per long rest, you can unleash your ultimate ability, Incinerate.

As an action, you radiate an immense aura of scorching heat, covering a 100-foot radius centered on yourself. The intense flames erupt in a cataclysmic display, engulfing everything within the area.

Every creature in the area must make a DC 24 Dexterity saving throw. On a failed save, a creature takes 20d12+60 fire damage and is consumed by unquenchable flames, on a successful one you take half, taking 2d12 + proficiency fire damage at the start of each of its turns until it reaches 0 hit points or succeeds on a DC 24 Constitution saving throw.

Additionally, any flammable objects in the area are instantly incinerated, and the ground itself becomes scorched, hindering movement for all creatures except yourself. This effect lasts for 10 minutes.

The sheer magnitude of Incinerate leaves an indelible mark on the battlefield, scorching the very earth and leaving nothing but ashes in its wake. Use this ability with caution, for its destructive power is unmatched and may forever alter the fate of those who witness it.

 

 

Sonic Surge

Thundering Gears

At 3rd level, your cybernetic enhancements enhance your speed even further. Your base walking speed increases by 10 feet, and you gain a climbing speed equal to your walking speed.

Sonic Strike

Also at 3rd level, you gain the ability to unleash a rapid flurry of strikes. Whenever you take the Attack action, you can make one additional attack as part of that action. this increases to three at level 18 however with each swing the damage die goes down by one.

Swift Dash

At 6th level, your agility reaches new heights. As a bonus action, you can teleport up to a distance equal to your movement speed to an unoccupied space you can see. Once you use this feature, you can’t use it again until you finish a short or long rest. You also no longer incur attacks of opportunity when dashing past enemies.

Supersonic Prescision

At 10th level, your combat prowess allows you to strike with incredible speed. Whenever you use your Sonic Strike feature, your attacks score a critical hit on a roll of 19 or 20.

Swiftstream Overdrive

At 14th level, you can push your speed and reflexes to their limits. Once per long rest, as a bonus action, you enter Sonic Overdrive mode for 1 minute. While active, you gain the following benefits: Your base walking speed increases by an additional 30 feet. Your attacks score a critical hit on a roll of 18-20. You have advantage on Dexterity saving throws. Once you use this feature, you can’t use it again until you finish a long rest.

Binary Blitz: Sonic Circuit

At 21st level, Through your mastery of the binary code and your relentless pursuit of speed, you activate the ultimate manifestation of your power—BLITZ an action, you tap into the energy coursing through your circuits, transforming into an unstoppable force of speed and destruction.

For the next minute, you gain the following benefits:

Unmatched Velocity: Your base walking speed increases by an additional 40 feet, allowing you to traverse the battlefield with unrivaled swiftness.

Sonic Assault: Your attacks become a flurry of lightning-fast strikes. Whenever you make a weapon attack, roll an additional 2d10 damage. Additionally,

 

 

your attacks score a critical hit on a roll of 10-20, causing devastating damage to your foes.

Untouchable Flash: You can no longer take any attacks from reactions, and all attacks against you have disadvantage while you may force advantage on a turn with a recharge rate of 2 turns

Reflexive Momentum: Your reflexes reach unparalleled heights. You have advantage on Dexterity saving throws, allowing you to deftly evade danger and react with lightning-fast responses.

Tackle: For every 5 feet of movement you can store it up to deal

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

In this state of Binary Blitz: Sonic Circuit, you become a speed god, leaving all in your wake as you unleash an onslaught of blistering attacks and unmatched agility. Your enemies tremble before the unstoppable force you have become.

 

 

Tactical Analytic

Tactical Scanning

At 3rd level, you gain the ability to analyze your enemies’ weaknesses. As a bonus action, you can choose a creature within 60 feet of you and make a Wisdom (Perception) check. On a successful check, you learn the target’s current hit points, its resistances, immunities and vulnerabilities, and any ongoing conditions or effects affecting it, on a critical you may also learn what move said creature will use next.

Precision Strike

At 6th level, you gain the ability to target your enemies’ weak points with precision strikes. You can choose to forgo the additional damage from Blast Cannon to instead impose one of the following effects on the target until the end of it’s turn: Disadvantage on attack rolls. Speed reduced by 10 feet. Disadvantage on ability checks and saving throws.

Analytical Mind

At 10th level, your tactical analysis becomes even more potent. After using precision strike you have advantage on saving throws against spells and other magical effects, for 1 minute.

Tactical Mind

At 14th level you can enter a state of tactical overdrive, you tap into the enhanced potential of your mechanized prowess. Once per long rest, as a bonus action, you gain the following benefits for 1 minute:

Tactical Precision: You have advantage on 1 attack roll per turn however this version of advantage CANNOT BENEFIT FROM NATURAL 20’S

Enhanced Arsenal: Your integrated weapons deal an additional 1d6 force damage on a hit.

Resilient Momentum: At the start of each of your turns, you gain temporary hit points equal to half your Mechanized Fist level (rounded down)

Strategos Maximus: The Tactical Nexus

At 21’st level you become the paragon of tactical brilliance, you unlock the true zenith of your strategic mastery, unleashing the cataclysmic force of the Tactical Nexus. Once per long rest, you can activate this ultimate ability, empowering yourself with an unfathomable fusion of tactical genius and commanding presence.

For the next minute, you transcend the boundaries of mortal comprehension and gain the following extraordinary benefits:

Omni-Sighted Strategist: Your mind becomes an omniscient wellspring of tactical insight. You have advantage on all ability checks and saving throws, regardless of the ability score, allowing you to perceive and exploit every strategic advantage with unmatched clarity.

Sovereign’s Aura: Your presence on the battlefield radiates an aura of unparalleled authority and unyielding loyalty. Allies within 120 feet of you are immune to fear and charm effects and gain advantage on all attack rolls and saving throws while you are conscious.

Tactical Surge: Once per turn, when you or an ally you can see within 120 feet of you makes an attack roll, ability check, or saving throw, you can bestow upon them a divine surge of tactical mastery. They gain a bonus equal to double your Intelligence modifier, enhancing their actions and ensuring success in the face of adversity. This bonus can be applied after the roll is made but before the outcome is determined.

In the presence of the Tactical Nexus, the battlefield becomes your domain, and your enemies are but pawns in your grand design. With every move, every command, you reshape the fate of battle itself. The Tactical Nexus marks you as the unrivaled maestro of warfare, whose brilliance transcends mortal comprehension. Wield this ability wisely, for it is the embodiment of your divine mandate as the supreme commander.

 

 

Cryogenic Augmenter

The Cryogenic Augmenter subclass focuses on harnessing the power of ice and cold, using it to freeze enemies and manipulate the battlefield. Through specialized cybernetic enhancements, Mechanized Fists of this subclass gain control over icy elements, turning themselves into formidable cryogenic warriors.

Cryogenic Manipulation

At 3rd level, you gain the ability to channel the power of ice through your cybernetic enhancements. You gain the following features:

Frost Strike: When you hit a creature with a melee attack using your integrated weapons, you can choose to imbue the strike with frost. The target must make a Constitution saving throw or take an additional 1d6 cold damage and have its speed reduced by 10 feet until the start of your next turn.

Frozen Defense: Your cryogenic enhancements provide you with additional protection against attacks. While you are not wearing heavy armor, your AC increases by 1.

Ice Forge

At 6th level, you gain the ability to release a focused blast of ice energy from your integrated weaponry. As an action, you can make a ranged spell attack with a range of 60 feet. On a hit, the target takes 2d8 cold damage and must make a Constitution saving throw. On a failed save, the target has its movement speed halved untill the end of their next turn and if they get hit with this while slowed they become restrained for a turn.

Arctic Resilience

At 10th level, your cryogenic enhancements grant you enhanced resilience against cold and other harsh environmental conditions. You gain the following benefits:

You have resistance to cold damage, have advantage on saving throws against being frightened or charmed, and finally you are immune to the negative effects of extreme cold weather and can endure freezing temperatures without discomfort.

Glacial nova

At 14th level, you unlock the ability to unleash a powerful burst of frigid energy. As an action, you can create a 20-foot radius sphere of intense cold centered on yourself. Each creature in the area must make a Dexterity saving throw or take 8d8 cold damage and be restrained by ice for 1 minute, on a succsessful save you only take half damage and dont become restrained . The restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you can’t use it again until you finish a long rest.

 

 

Cryostorm Prime, the Glacial Divinity

At 21st level, you tap into the full power of Cryostorm Prime, becoming an embodiment of the icy tempest. As an action, you activate your Cryostorm Ascendance, gaining the following benefits for 1 minute:

Glacial Aura: An aura of intense cold extends in a 30-foot radius around you. Any creature that starts its turn or enters this aura takes 8d10 cold damage. Additionally, the area within the aura becomes difficult terrain for non-allies.

Frostborn Invincibility: You gain resistance to all damage types, except for radiant and force damage. Additionally, you are immune to being charmed, frightened, and paralyzed.

Arctic Dominance: Whenever you hit a creature with a weapon attack, the target must make a Constitution saving throw or be restrained by ice until the end of its next turn. While restrained, the creature takes 2d10 cold damage at the start of its turn. The restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Icy Wrath: Once during each of your turns, when you deal damage to a creature, you can choose to freeze it solid. The target must make a Constitution saving throw or be petrified until the end of its next turn. While petrified, the target is incapacitated, and its speed becomes 0. The petrified creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

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

you transcend the boundaries of mortal existence, embodying the frigid might of Cryostorm Prime. With each activation of this ultimate power, you become the living embodiment of the icy tempest. Your body crackles with raw power as you shape the world around you with unparalleled mastery.

As you unleash Cryostorm Ascendance, the air around you instantly freezes, and an aura of intense cold extends .The very touch of this frosty domain inflicts searing pain upon any creature unfortunate enough to find themselves within its grasp. Struggling to endure the freezing winds, they tread upon treacherous, icy terrain.

Within the heart of this chilling storm, you become invincible, impervious to harm from all but the most radiant and forceful of assaults. Your determination is unyielding, and no charm, fear, or paralysis can sway your resolve.

Your dominance over the frozen elements is absolute, showcased with every strike. As your weapon connects with your foes, shards of ice cling to their flesh, binding them in a vice-like grip. The freezing tendrils sap their vitality, causing them to wither under the relentless onslaught of cold damage.

Yet, your power does not stop there. With a touch colder than death itself, you can freeze your enemies solid, rendering them petrified and incapacitated. In this icy stasis, their bodies become as immovable as statues, and their spirits are trapped in a frozen realm of helplessness.

Harness Cryostorm Ascendance wisely, for it signifies your ascension as Glacial Divinity.

cat warrior

cat warrior

 

 

Nanotech Manipulator

Nanotech Resilience

At 3rd level, your cybernetic enhancements include advanced nanomachines that enhance your durability. You gain resistance to one damage type of your choice (except psychic damage). Additionally you gain advantage on death saves.

Invasive Repair

At 3rd level, you gain the ability to repair yourself and others using your nanomachines. As an action, you can spend Hit Dice to restore hit points to yourself or an ally within 5 feet of you. The target regains hit points equal to the Hit Dice spent plus your Intelligence modifier (minimum of 1 hit point). Once you use this feature, you can’t use it again until you finish a short or long rest.

Adaptation

At 6th level, your nanomachines grant you enhanced versatility. You can choose two damage types for which you have resistance instead of one. Additionally, you gain advantage on saving throws poisons.

Instant barrier

At 10th level, you gain the ability to project a protective barrier of nanomachines around yourself. As a reaction when you or a creature within 30 feet of you takes damage, you can reduce that damage by 1d10 + intelligence modifier, you can use this as many times as your proficiency bonus.

Nanotech mastery

Nanotech Mastery: At 14th level, your mastery over nanotechnology reaches its zenith, granting you unparalleled versatility in supporting your allies. Once per long rest, as an action, you can activate Nanotech Mastery for 1 minute. While active, you gain the following benefits:

Adaptive Defense: Your nanotech-infused body adapts to mitigate damage. You have resistance to one damage type of your choice at the start of each of your turns. This resistance can be changed as a bonus action

Enhanced Restoration: Your Nano Repair feature becomes more potent in its healing capabilities. Whenever you use Nano Repair, the target regains hit points equal to twice the amount restored plus your Intelligence modifier.

Nexus Synthweaver: The Nano-Scion

At 21st level, as the Nexus Synthweaver, your mastery over nanomachines reaches its apotheosis, granting you control over the very fabric of reality. With the Nanomatrix Unleashed,

 

 

you tap into the boundless potential of nanotechnology to reshape and manipulate the world. Once per long rest, as an action, you activate the Nanomatrix Unleashed, empowering you with the following extraordinary abilities for 1 minute:

Nanomachine Symphony: Your body becomes a symphony of nanomachines, granting you enhanced resilience. You gain resistance to all damage types, allowing you to endure and withstand a wide array of physical and magical assaults.

Omnipotent Adaptation: Your nanomachines adapt with astounding swiftness, granting you unparalleled versatility. You gain advantage on all ability checks, saving throws, and skill checks, as your nanomachines fine-tune your capabilities to overcome any challenge.

Nanomatrix Manipulation: The Nanomatrix within you becomes a conduit for reality manipulation. As an action, you can create a localized zone of nanomachine influence, altering the environment or conditions within a 100-foot radius. You can reshape terrain, create barriers, restore or alter objects, and even affect the flow of time in a limited capacity. The effects are subject to the DM’s discretion and should not exceed the boundaries of the game’s balance. Once you use this feature, you can’t use it again until you finish a long rest.

As the Nexus Synthweaver, you harness the power of nanomachines to mold and shape the world according to your will. The Nanomatrix Unleashed signifies your ascent to the pinnacle of nanotech mastery, granting you unprecedented control over reality itself. Wield this ability with care, for it bestows upon you the power to reshape the very fabric of existence.

cat warrior

 

 

Armament Forgemaster

The Armament Forgemaster specializes in crafting and enhancing their integrated weapon, pushing it to its limits. They are adept at modifying and improving their weapon’s capabilities, making it a versatile and formidable tool in combat.

Armored Arsenal

At 3rd level, you begin enhancing your integrated weapon with special modifications. Choose one of the following Armored Arsenal options:

Impact Cannon: Your integrated weapon gains the ability to fire high-impact rounds. Your attacks with the integrated weapon deal an additional 1d8 bludgeoning damage and have a chance to knock the target prone on a critical hit.

Energy Blade: Your integrated weapon projects a blade of pure energy. Your attacks with the integrated weapon deal an additional 1d8 radiant damage, and you can choose to deal slashing or radiant damage with each attack.

Weapon Augmentation

At 6th level, you’ve learned to enhance your integrated weapon further. Choose one of the following Weapon Augmentation options:

Explosive Rounds: Your integrated weapon can fire explosive rounds. Your attacks with the integrated weapon deal an additional 1d8 fire damage and have a chance to ignite the target, causing them to take additional fire damage over time.

Kinetic Amplifier: Your integrated weapon’s kinetic output is amplified. Your attacks with the integrated weapon deal an additional 1d8 force damage and have a chance to push the target 10 feet away on a critical hit.

Adaptive Armament

At 10th level, your mastery over your integrated weapon reaches new heights. You can now switch between different Armored Arsenal and Weapon Augmentation options as a bonus action during combat.

Magnetic Resonance

At 14th level, your integrated weapon gains the Magnetic Resonance ability. Once per short rest, as an action, you can charge your integrated weapon with magnetic energy. For the next minute, your attacks with the integrated weapon automatically hit any magnetic objects/creatures, and each hit deals an additional 2d10 force damage, Your integrated weapon now becomes fully magnetic and you are free to control magnetic fields within 15 feet of you. After using this feature, you can’t use it again until you finish a short or long rest.

Automatron, the Divine Machina of Evolution

You have fully embraced your role as Automatron, the Divine Machina of Evolution, and your mastery over your mechanical body is unmatched. You gain the following benefits:

Adaptive Prowess: Your Armored Arsenal and Weapon Augmentation features can now be changed as a bonus action during combat without restriction, allowing you to adapt instantly to any situation.

Evolving Arsenal: Your Armored Arsenal and Weapon Augmentation options gain additional enhancements:

Impact Cannon: The chance to knock the target prone on a critical hit increases, and the bonus bludgeoning damage becomes 2d8. Energy Blade: You can now choose to deal both slashing and radiant damage with each attack, and the bonus radiant damage becomes 2d8. Explosive Rounds: The chance to ignite the target on a critical hit increases, and the bonus fire damage becomes 2d8. Kinetic Amplifier: The chance to push the target away on a critical hit increases, and the bonus force damage becomes 2d8. Magnetic Mastery: Your Magnetic Resonance ability can now be used twice before requiring a short or long rest to recharge.

Eternal Evolution: You have achieved a state of mechanical transcendence. Your maximum hit points increase by 50, and you gain resistance to all damage types. Additionally, when you are reduced to 0 hit points, you can choose to remain at 1 hit point instead once per long rest.

 

 

class optional features

Gears of will

Starting at 9th level, your cybernetic enhancements have fortified your mental and physical resilience. You gain the ability to reroll a failed saving throw. Once per long rest, when you fail a saving throw, you can use your reaction to reroll it and choose the result you prefer. Additionally, if you have a bonus to saving throws from any source, you can add that bonus to the reroll. (you may use this equal to your proficency bonus).

Reactive Shield

At 3rd level, you can use your reaction to deploy an energy shield that provides you with a +5 bonus to your AC until the start of your next turn. You can use this feature a number of times equal to your Constitution modifier (a minimum of once) before requiring a long rest to recharge.

Athi’s notes

erm yeah this definitely needs some playtesting but otherwise I think its pretty cool if i ask you to proofread this and you get here dm me for a solo session or something ok thank you middle finger emoji or something

cat warrior