Synthari
Age: You are immune to magical aging effects. You do not age.
Speed: Your base walking speed is 40 feet.
Constructed Resilience: You were created to have remarkable fortitude, represented by the following benefits:
-You have advantage on saving throws against being poisoned, and --You have resistance to poison damage.
-You don't need to eat, drink, or breathe.
-You are immune to disease.
-You don't need to sleep, and magic can't put you to sleep.
Sentry's Rest: When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
Repair (Equal to prof): The magical mechanisms inside you restore 2d8 + prof hit points to itself or to one construct or object within 5 feet of it.
Rend: 1d8 + STR mod Force Damage ----> 1d12 + STR with Simple Weapons Expert
Augmented Soul: You have a natural affinity for augmentation due to your artificial nature. You gain the following benefits:
-You can attach a weapon to your hand. Once you have attached a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated.
-You can attach armour to yourself, the armor attaches to you and can't be removed against your will. It also expands to cover your entire body. The armor replaces any missing limbs, functioning identically to a limb it replaces.
-You gain the ability to attach potions to yourself. The maximum number of potions you can attach equals your proficiency bonus.
Spectral Shift: As an bonus action, you can momentarily tap into the ethereal plane, shifting your form to become partially spectral. You can choose a space within 500ft that you can see, and teleport to it. You gain the following benefits until the start of your next turn:
Resistance to all damage except force damage.
You have advantage on Dexterity saving throws.
= Equal to PB
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3rd Level Features
Mobile Armour
As a bonus action, you conjure a suit of armour around your body (Gundam Armour or Mecha) for 1 minute. Your size increases to large, and you gain bonus AC equal to your prof mod. While wearing this armour you gain the following benefits;
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
You have advantage on Strength checks and Strength saving throws.
You have resistance to bludgeoning, piercing, and slashing damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. Mobile Augments
You can use magical spirit metals to enhance your Armour. You learn two spirit metals of your choice, from among the spirit metals described below, and each time you gain a level in this class, you can replace one spirit metal you know with a different one from this feature. When you reach certain levels in this class, you learn additional spirit metals, as shown in the spirit metals Known table. Whenever you finish a long rest, you can augment your armour equal to the number of spirit metals you know, and you attach a different spirit metals onto your armour. Your spirit metals remains on the armour until you finish a long rest, and the armour can bear only one of each spirit metals at a time (cannot stack the same augment).
Spirit Metals Known
Fighter Level Number of Spirit Metals
3rd 2
7th 3
10th 4
15th 5
The following Spirit Metals are available to you when you learn a Spirit Metal. If a Spirit Metal has a level requirement, you must be at least that level in this class to learn the Spirit Metal. If a Spirit Metal requires a saving throw, your Mobile Armour save DC equals 8 + your proficiency bonus + your Constitution modifier.
Magic Missile Launcher: A cannonlike hole appears on one of your armours fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 150 feet and a long range of 600 feet, and it deals 1d6 force damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 force damage to that target.
Sliding Skates: Your feet are able to deploy wheels from the bottom of them. Your walking speed increases by 10 feet, and you ignore difficult terrain. [1st Choice]
Shield Core: As a reaction, when you are hit by an attack or targeted by the magic missile spell, an ethereal barrier surrounds you protecting you until the start of your next turn. Your armours bonus AC changes to double prof mod instead of equal, including against the triggering attack, and you take no damage from magic missile. [2nd Choice]
Heat Ejection: You expel the excess heat from your armour, and use it as a weapon. As an action, choose a creature within 30ft. They must succeed on a Dex save or take 2d8 fire damage and be pushed 15ft in a direction of your choice. The target takes half damage on a successful save.
Overdrive (7th Level or Higher): You can cause your armour to become empowered and faster. Until the armour ends, your speed is doubled, you have advantage on Dexterity saving throws, and you gain an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. After this effect has finished, you can't move or take actions until after its next turn, as your armour overheats and malfunctions. [3rd Choice]
7th Level Feature
Emergency Ejection
When you are reduced to 0 hit points, you can choose to end your Mobile Armour early and go to 1 hit point instead. The attacking creature takes half the damage dealt to you in force damage as your armour explodes to protect you.
Additional Spirit Metal Known: You learn an additional Spirit Metal
10th Level Feature
Mobile Armour Improvement
You have resistance to all damage except psychic damage while your Mobile Armour is active. Additional Spirit Metal Known: You learn an additional Spirit Metal
15th Level Feature
Core Ejection
As an action, you can eject the power source of your armour. Your Mobile Armour feature ends early as you leave your core on the ground, at the start of your next turn the core explodes. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 12d6 force damage on a failed save, or half as much damage on a successful one. If the core is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the core explodes immediately, causing the core to erupt in a invisible pulse. On a successful save, the creature can throw the core up to 40 feet. When it strikes a creature or a solid object, the effect ends, and the core explodes.
Additional Spirit Metal Known: You learn an additional Spirit Metal
18th Level Feature
Fight Da Power
As an action while your Mobile Armour feature is active, you can conjure more metallic armour around your body into a warship-like appearance. Your size increases to Huge, you gain a fly speed equal to walking speed, and while you are that size, your reach increases by 5 feet. While in this form, you count as a Warship Vehicle and gain its Crew, Passengers, Cargo features. (https://5e.tools/items.html#warship_dmg)
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Feats
Simple Weapon Expert
Simple Weapon Expert
You have practiced extensively with simple weapons, gaining the following benefits:
Damage dice for simple weapons increase by a die amount; d4, d6, d8, d12. For example, a d4 dagger now becomes a d6. (Retaking this feat again increases the die again)
Before you make a melee attack with a simple weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Dual Wielder 2x
You master fighting with two weapons, gaining the following benefits:
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Dual Wielder [Ferra additions]
In addition to this feat's regular effects, all weapons you wield ignore the Two-Handed property. Also, when you make your off hand attack bonus action, you can make another one off hand attack as part of the same action.
Additionally, You may now also use two-weapon fighting with Two-Handed weapons.
Dual Wielder [Stacked]
You may now wield a 3rd weapon. This does not grant you 3 attacks but allows you weapon switching options in combat. You may flavour the way you wield this 3rd weapon in any way you'd like.
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[Fighting Style]
Two-Weapon Fighting PHB p72[–]
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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Badlands
You gain a +10 to your maximum hitpoints.
You gain a +2 bonus to all saving throws.
The badlands is a waterless desert made of sand and rocks, the heat is dangerous to those that aren't used to it. The badlands used to be a land like Degreedia where slavery is rampant and murder was legal in some sick way. After the Freedom King took the throne, this all changed and now it is illegal (Although there are some clans and people who refuse to abide by this rule). The badlands has many ancient ruins and random monuments made of metals & stones. The residents of the continent use large scorpion-like creatures to ride through the barren land. The Freedom king is a Loxodon who was hunted for their tusks and caught as a slave many years ago, after going through a tournament known as "The Bloodshed" he won his freedom and then proceeded to then enter into the "King's Game" to beat the previous king known as the Tyrant King. After he was crowned he then made the badlands what it was today.
Scorpars Rider
You cannot roll under a 10 when making an animal handling check to tame an animal, you also gain the mounted combatant feat (This doesn't stack).
Any familiar or animal that you own, gains temp hp equal to your level on a long rest
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Chain Shirt (50gp
Features & Traits