Remove these ads. Join the Worldbuilders Guild

Original Creation

Battlesuit

Introduction

The skill an expertise of an Artificer knows no bounds, save that which is governed by Artificer's ingenuity. Devices that crackle with the arcane provide ease of living to others are but some of the Artificer's creations, bringing magical light into the common household, boiler's and powered engines to buildings of commerce and industry. Locomotives that ride rails of lightning powered by steam and magic, ships bound in metal now traverse the seas without sails, rigging, or oars, and zeppelins cross the skies accompanied by the first ever flying machines forged of magic and science.
 
But not all inventions are for the benefit of the common man.
 
Great arcane weapons unlike any the world had seen before are beginning to emerge. Magical artifacts of unbridled power are becoming more abundant, and the tinkering of some ancient artifacts of magic are leaving unbound, dangerous, and uncontrolled wells of virulent magic that can alter the world around it in unpredictable ways. While some, like the Warforged, have turned out for the better, there are untold numbers of rogue constructs and machines imbued with magic, and those who practice the ancient arts are engaged in an arms race with the changing times. The world has grown more dangerous, and its in the hands of true heroes to face the danger.
 
With the help of armorsmiths and masters of the arcane, a new weapon has been brought to bear in order to keep the world at peace. The Battlesuit is the pinnacle of magical armorsmithing, giving individuals an edge on the changing, dangerous times. Their pilots are likewise top of their class combatants, from the last heirs of knighthood whose veins run red with the fighting spirit of their fathers, to expert soldiers who have seen battles that have changed the very foundation of warfare, to professional mercenaries, men and women whose fighting skill is what brings home the gold and are masters in the field. No matter their origin, the pilots and their Battlesuits are the next evolution of warfare, opening a new field for heroes to expand to and take advantage of the changing times.
   

Creator's Note

"Five long years later..."
 
While as near to completion as I and a small circle of friends who were excited and willing to playtest and number crunch this class can make it, I cannot claim that this class is entirely complete, and work remains to be done including a small number of subclasses left off this page, unfinished and untested, and I cannot know for sure all the ways that this class whether standing alone or hybridized with a multiclass build may break the game.
 
This is where you come in, Pilot. I ask if you bring this class to your table, if you use the Battlesuit, you view it with a composed and critical eye, evaluate its shortfalls, explore its exploits, and return with those experiences to share that this class may be refined and improved. This class will never be paywalled or hidden within expensive books or other materials, it is free for all to enjoy, so long as you, Pilot, continue to fight for that freedom to create and share and enjoy content as we should be allowed to. So, playtest and scrutinize, hold this class and others and yourselves to a higher standard, but don't ever stop enjoying the game. Pilots, prepare to drop.
hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per Battlesuit level after 1st
armor proficiencies: All Armor, All Shields
weapon proficiencies: Simple Weapons, Martial Weapons, Firearms (Optional)
tools: Smith's Tools
saving throws: Strength, Intelligence
skills: Choose two from Arcana, Athletics, History, Insight, Medicine, Perception, Persuasion, Sleight of Hand, or Stealth
starting equipment:
Choose A, B, or C: (A) Chain Mail, Shield, Longsword, Flail, 5 Javelins, Dungeoneer's Pack, and 23 GP; (B) Scale Mail, Scimitar, Heavy Crossbow, 20 Bolts, Crossbow Bolt Case, Dungeoneer's Pack, and 6 GP; (C) 145 GP

Alternatively, if using the Vaerdspace Armory Catalog, choose A, B, C, or D: (A) Laminar Harness, War Pick, Backsword, Heavy Dagger, Matchlock Pistol, 20 Bullets, Ammo Pouch, Powder Horn, Explorer's Pack; (B) Plated Maille Coat, Greatsword, Backsword, 5 Light Javelins, Light Dagger, Explorer's Pack; (C) Breastplate, Buckler, Shortsword, 5 Light Javelins, Light Dagger, Explorer's Pack; (D) Breastplate, Pavise Shield, Backsword, Light Dagger, Heavy Crossbow, 20 Bolts, Crossbow Bolt Case, Explorer's Pack
spellcasting:
class features:

Becoming A Battlesuit Pilot...

As a Level 1 Character

  • Gain all the traits in the Core Battlesuit Traits table.
  • Gain the Battlesuit's level 1 features, which are listed in the Battlesuit Features table.
 

As a Multiclass Character

  • Gain the following traits from the Core Battlesuit Traits table: Hit Point Die, proficiency with Martial Weapons, and training with Light and Medium armor and Shields.
  • Gain the Battlesuit's level 1 features, which are listed in the Battlesuit Features table.
   

Battlesuit Class Features

Level 1: Fighting Style

You gain a Fighting Style feat of your choice (2024 Player's Handbook). Instead of choosing one of those feats, if your DM has approved the use of the Vaerdspace Armory Catalog, you can choose one of the options below. Whenever you gain a Battlesuit level, you can replace the feat you chose with a different Fighting Style feat.
  • Skirmisher. When you are holding a Firearm, that weapon's penetrative range is doubled.
  • Gunner. When you are holding a Firearm, that weapon's normal range is doubled.
  • Grenadier. When thrown by you, the saving throw DC of Grenades is increased by your Proficiency bonus.
   

Level 1: Artisan School

Upon taking the 1st level of this class, you adopt a particular school of artisan trades as your specialty. Choose one of the following options which will grant you two artisan tool proficiencies and unique crafting items detailed in the Vaerdspace Armory Catalog. You will gain more proficiencies in artisan tools and other tools through the Artisan Lessons feature, but you will be unable to learn the additional crafting options.
  • Chemist. You gain proficiency with Alchemist's Supplies and your choice of either the Herbalism Kit or the Poisoner's Kit. Using your Alchemist's Supplies, you are now able to craft Blackpowder, Flashpowder, Thermite, Fireworks, and Grenades. At higher levels, you also gain the ability to craft Potions and Poisons of greater rarity or price that are detailed in the Poison and Magic Item sections of the 2024 DMG using the relevant tools (Common or 250gp at level 4, Uncommon or 500gp at level 8, Rare or 750gp at level 12, and Very Rare or 1,000gp at level 16)
  • Ceramicist. You gain proficiency with Potter's Tools and Glassblower's Tools. Using your Potter's Tools, you are now able to craft Ballistic Plates, and using your Glassblower's Tools you are now able to craft Ceramic Glass. Additionally, you can craft any sword, dagger, or axe of any type using your Potter's Tools or Glassblower's Tools, granting those weapons both a 50% weight reduction and the Bleed weapon mastery perk as described in the Vaerdspace Armory Catalog for anyone who wields them.
  • Engineer. You gain proficiency with Tinker's Tools and Jeweler's Tools. Using your Tinker's Tools, you are now able to craft Spring Clocks, Bug Zappers, Mechanical Toys, and Music Players. Additionally, you can craft non-standard ammunition for Firearms, as well as the Fire Lance, Arrow Rocket and Payload Arrows, Dragon Rocket, and Flamethrower.
  • Shipwright. You gain proficiency with Carpenter's Tools and your choice of either Woodcarver's Tools or Painter's Supplies. Using your Carpenter's Tools, you can now craft Carriages, Carts, Chariots, Sleds, Wagons, and Rowboats, and you can participate in Ship Repairs, reducing the cost by half when you choose to for each day of repairs. Additionally, if you choose the Woodcarver's Tools you can craft non-standard arrows and bolts as detailed in the Vaerdspace Armory Catalog, or if you choose the Painter's Supplies you can apply camouflage paint to an ally with the Utilize action, providing them advantage on Dexterity (Stealth) checks, which lasts for 4 hours.
  • Clothier. You gain proficiency with Weaver's Tools and your choice of either Leatherworker's Tools or the Disguise Kit. Using your Weaver's Tools, you can now craft Cold-Weather Clothes and Hot-Weather Clothes, and give one of those same properties of those items to any mundane armor you can craft using Weaver's Tools. Additionally, if you choose the Leatherworker's Tools, you can apply the properties of Cold-Weather and Hot-Weather Clothes to armor you can craft using those tools, or if you choose the Disguise Kit you can also craft the Camouflage Mantle.
   

Level 1: Weapon Mastery

Upon taking the 1st level of this class, your training with weapons allows you to use the Mastery property of two (2) kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you may practice weapon drills and change your chosen weapons. When you reach 4th level, you can use the Mastery properties for three weapons, and at 10th level you can use the Mastery properties on four weapons.
   

Level 2: Battlesuit Chassis

Starting at 2nd level, you receive your first Battlesuit Chassis, which is derived from your current suit of armor if you are proficient. Your armor weight is translated over to your Battlesuit, with heavy armor becoming a heavy chassis, medium armor becoming a medium chassis, and light armor becoming a light chassis. A suit of light armor may alternatively be made into an exosuit with no armor class that functions as clothing. You must be proficient in an armor weight to be able to convert it into a Battlesuit Chassis.
 
Your Battlesuit Chassis’ AC equals that of the original armor, and can be upgraded over a short rest by consuming a suit of armor with a higher armor class of that weight. Transitioning to a new weight takes an uninterrupted long rest and a suit of armor with the desired weight.
 
In addition, your Battlesuit possesses no Strength requirement for you, doubles your normal push, drag, and carry weight (after species traits are applied), and cannot be worn or otherwise operated by anyone except you.
   

Level 2: Battlesuit Alterations

Starting at 2nd level, you may choose two Alterations from the Tier 1 list to learn and apply to your armor, should you meet the prerequisites for the Alteration. Unless otherwise stated, each Alteration you wish to apply to your Battlesuit requires an uninterrupted long rest. If you choose to remove or replace an Alteration, that Alteration is destroyed in the process and will require another long rest to reapply if desired. You learn two more Alterations and may replace a single learned Alteration with a new one for every Tier unlocked and every time you gain the Artisan Lesson feature.
 
You unlock higher Tiers at later levels within this class, unlocking Tier 2 when you reach 9th level, Tier 3 when you reach 13th level, and Tier 4 when you reach 17th level.
   

Level 3: Battlesuit Subclass

You gain a Battlesuit subclass of your choice. The Artillery, Assault, Engineering, Heavy, and Recon Division subclasses are detailed after this class's description. A subclass is a specialization that grants you features at certain Battlesuit levels. For the rest of your career, you gain each of your subclass's features that are of your Battlesuit level or lower.
   

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat (2024 Player's Handbook) or another feat of your choice for which you qualify. You gain this feature again at Battlesuit levels 8, 12, and 16.
 

Level 5: Extra Attack

You can attack twice instead of once whenever you take the Attack action during your turn.
   

Level 6: Pilot Mobility

You gain the following traits of this feature only when you are outside of your Battlesuit and not wearing heavy or medium armor. When you reach 6th level, your speed increases by 5 feet. This bonus increases by another 5 feet when you reach Battlesuit levels 10, 14, and 18. Additionally, at Battlesuit level 10, you gain the ability to move along vertical surfaces on your turn without falling during the move, at Battlesuit level 14, you are no longer slowed by non-magical difficult terrain, and it only costs you 5 feet of movement to stand from a prone position, and finally at Battlesuit level 18, your jump height and distance is permanently doubled, and you gain the ability to take the Dash action as a Bonus Action.
   

Level 6: Professional Armorer

When you reach 6th level, you gain the ability to apply a single non-exclusive Alteration to a mundane suit of armor or clothing. You may do this to half as many suits of armor or clothing as you have a number of learned Alterations. If a suit is permanently lost or destroyed, you may make a replacement Additionally, whenever you begin to craft armor of any kind with the appropriate tools, you can choose to either reduce the cost of materials to craft by half or you can reduce the number of days required to craft by half.
 
When you reach 10th level, your skill improves and you gain the ability to apply two non-exclusive Alterations to a mundane suit of armor or clothing, and can apply a single Alteration to a vehicle (like a wagon or an animal's saddle or barding), which takes the place of one of you suits of armor or clothing.
 
When you reach 14th level, you have achieved the knowledge and experience necessary to apply non-exclusive Alterations to magical suits of armor and clothing. In addition, any vehicles or mundane suits of armor or clothing you apply an Alteration to are considered magical for effects that cannot damage magical items.
   

Level 6: Artisan Lessons

When you reach 6th level, you also learn one new artisan tool proficiency of your choice, or gain double proficiency in any tool proficiency you already know.
 
You may also choose to switch up to two known Alterations with an equal number of new Alterations from tiers you can access. When you switch your choice of known Alterations for new Alterations, any instances of the lost Alteration are rendered unusable or otherwise effectively destroyed.
 
You gain both of these benefits again when you reach 10th, 14th, and 18th level in this class.
   

Level 9: Weaponsmith

Upon reaching 9th level, your artisanal skill extends to weapons as well. Over a short rest you may prepare a number of weapons equal to half your Proficiency bonus, granting those weapons either a +1 to hit for the first five attacks or a +1 to damage for the first five hits with that weapon. You may instead grant these boons to an equal number of batches of five pieces of ammunition, however each piece of ammunition will only have one use instead of five. Additionally, whenever you begin to craft weapons of any kind with the appropriate tools, you can choose to either reduce the cost of materials to craft by half or you can reduce the number of days required to craft by half.
 
This temporary boon increases to +2 when you reach 17th level, and you can craft weapons made from special materials like adamantine and mithral.
   

Level 9: Master At Arms

Upon reaching 9th level, whenever you finish a long rest you may choose any of the Mastery weapons you are using and replace its Mastery property of each with another Mastery property. The chosen type of weapon must qualify for the new property.
 
These property changes only apply to you, not for others, and they end for you when you finish your next Long Rest.
 
When you reach 17th level, you gain the ability to apply two Mastery properties to one of your Mastery weapons. You can only use one Mastery property at a time when you make an attack, and you must decide which property you are imposing on your target before you know whether your attack hits or misses.
   

Level 19: Epic Boon

You gain an Epic Boon feat (PHB) or another feat of your choice for which you qualify. A Boon related to your Division Specialty is recommended.        

Battlesuit Alteration Options

Battlesuit Alteration options are organized by Class Level at which they are unlocked, and then in alphabetical order.
 

Level 2: Tier 1 Alterations

Camouflage Netting

Prerequisite: Weaver's Tools -or- Camouflage Kit
When not moving, impose Disadvantage on Wisdom (Perception) checks for creatures attempting to locate you without magic; you must use a long rest to reapply whenever you enter a new terrain type.
 

Cavalry Frame

Prerequisite: Smith's Tools
Your overland travel speed is doubled, and your walking speed in combat is increased by 10 feet.
 

Comfort Fit

Prerequisite: Weaver's Tools
Remove penalties for sleeping in armor.
 

Extinguishers

Prerequisite: Alchemist's Supplies
Once per short rest, using your reaction, deploy automatic extinguishers to the critical elements of your Battlesuit, ending any spells or burning conditions that cause continuous Acid, Fire, or Radiant damage to you; you can create a handheld, single-use fire extinguisher over a long rest at a material cost of 20gp.
Canisters. This alteration fills a set of installed canisters in the Battlesuit, and cannot share those canisters with other similar alterations.
 

Flare Launcher

Prerequisite: Alchemist's Supplies -or- Explosive Supplies
Once per short rest, using a Bonus Action, fire a flare 30 feet directly upwards into the air that emits bright light out to 60 feet, and dim light for another 60 feet; the flare may adhere to the first surface it makes contact with or coast down on a small parachute, emitting light for 1 minute. You can create 1d4 handheld flares over a long rest at a material cost of 10gp each, which can be thrown up to 30 feet as part of the attack action.
Canisters. This alteration fills a set of installed canisters in the Battlesuit, and cannot share those canisters with other similar alterations.
 

Forced Entry Kit

Prerequisite: Smith's Tools
Advantage on breaching or destroying soft structures (wood, plaster, clay, etc.) when using tools like sledge hammers, mining picks, splitting axes, or the Battlesuit's fists with the Goliath or Titan alterations.
 

Improved Shocks

Prerequisite: Tinker's Tools
Lift, Push, & Drag as if one size larger.
 

Integrated Shield

Prerequisite: Carpenter's Tools
Using a shield you already have in your profession, you affix that shield to the off-hand of your Battlesuit. The integrated shield cannot be disarmed from you, and as long as the shield is not a heavy shield (see Vaerdspace Armory Catalog), it does not prevent you from interacting with objects, grappling, or using two-hand weapons.
 

Loud Speakers

Prerequisite: Tinker's Tools
You add a loud speaker to your Battlesuit, which you can speak into through a speaker in your helmet or on the collar of your chassis. Using a free action, you may activate the loud speaker to amplify your voice to three times its normal volume.
 

Low Footprint

Prerequisite: Leatherworker's Tools
Impose disadvantage on Wisdom (Survival) checks to track the Battlesuit in operation without magic.
 

Radio Uplink

Prerequisite: Tinker's Tools -or- Radio Equipment
You integrate a simple radio system into your chassis, with the speaker located either within your helmet or on the collar of your chassis. When attuned to the correct frequency, you can communicate with any radio installation within a 25 mile radius, and directly communicate with anyone who possesses radio equipment up to 5 miles away.
 

Rapid Deployment

Prerequisite: Leatherworker's Tools
You may Don and Doff the Battlesuit as an Action.
 

Ram Prow

Prerequisite: Woodcarver's Tools
Lightweight uparmored collar that allows you to run through structures and large items made of soft materials such as wood, plaster, clay, and soft stone. You must be able to move at least 10 feet in a straight line before collision to use the Ram Prow, which carries into successive collisions.
 

Searchlights

Prerequisite: Tinker's Tools
When activated, you cast bright light in a 60 foot cone and dim light for another 60 feet. The light burns for up to six hours using a pint of oil.
 

Storage Racks

Prerequisite: Leatherworker's Tools
Apply saddlebags to the Battlesuit scaled to the size of your Battlesuit.
   

Level 9: Tier 2 Alterations

Binocular Telescope

Prerequisite: Glassblower's Tools -or- Jeweler's Tools
Gain advantage on Wisdom (Perception) checks if you have not moved this turn; you may magnify distant objects to look either 4x or 10x apparent size.
 

Camouflage Paint

Prerequisite: Painter's Supplies
Add your Intelligence modifier to your Dexterity (Sneak) checks; you must use a long rest to repaint whenever you enter a new terrain type.
 

Low Noise Exhaust

Prerequisite: Tinker's Tools -or- Mechanic's Tools
Gain advantage on Dexterity (Stealth) checks.
 

Nautical Frame

Prerequisite: Carpenter's Tools
You have advantage on saving throws against exhaustion when swimming.
 

Night Optics

Prerequisite: Glassblower's Tools -or- Jeweler's Tools
Gain Darkvision out to 30 feet; if you already have Darkvision, improve your Darkvision by 15 feet.
 

Overlapping Plates

Prerequisite: Smith's Tools
Ranged weapon attack rolls from bows and crossbows suffer disadvantage against you, and you negate penetrative range of bows and crossbows.
 

Roll Cage

Prerequisite: Smith's Tools
You gain resistance to damage from falling.
 

Rolled Steel

Prerequisite: Smith's Tools
Ranged weapon attack rolls from firearms suffer disadvantage against you, and you negate the penetrative range of firearms.
 

Smoke Dispenser

Prerequisite: Alchemist's Supplies -or- Explosive Supplies
Once per short rest, using a bonus action, create a 10-foot radius (+5 for every size the Battlesuit has increased) cloud of smoke that heavily obscures all vision centered on yourself. You can create 1d4 handheld smoke grenades over a long rest at a material cost of 50gp each, which can be thrown up to 30 feet as part of an attack action.
Canisters. This alteration fills a set of installed canisters in the Battlesuit, and cannot share those canisters with other similar alterations.
 

Standoff Armor

Prerequisite: Tinker's Tools -or- Potter's Tools
Damaging touch spell attacks suffer disadvantage against you.
 

Tuned Servomotors

Prerequisite: Tinker's Tools -or- Mechanic's Tools
Using your bonus action, you may Dash as part of your movement; you may use this a number of times equal to your Intelligence modifier, and regain all uses over a short rest.
 

Uparmored

Prerequisite: Smith's Tools
Improves Armor Class by one.
Stackable. This alteration stacks with other alterations that provide similar effects.
 

Weather Proofing

Prerequisite: Leatherworker's Tools -or- Weaver's Tools
You have advantage on saving throws against environmental extreme heat or cold temperatures.
 

Wooden Armor Refit

Prerequisite: Woodcarver's Tools
Your armor is refitted using wooden plates, slats, lames, or other designs according to the armor used to make the Battlesuit, which reduces your armor class by 1, but negates all effects targeted at metal and suffers no additional effects normally targeted at wood.
Materials. This alteration replaces all external materials of the Battlesuit, destroying any previous alteration that also replaces materials.
   

Level 13: Tier 3 Alterations

5-in-1 Weave

Prerequisite: Smith's Tools
Resistance to weapon slashing damage.
 

Diving Frame

Prerequisite: Carpenter's Tools
Your suit is watertight and assists you in swimming and diving, granting you a swimming speed equal to your walking speed and 1 hour of stored breathable air.
 

Drone Scout

Prerequisite: Tinker's Tools
Once per long rest, you can deploy and activate a tiny wheeled drone that lasts for 10 minutes; you can see everything your drone sees, and move it anywhere out to a maximum range of 300 feet when operating the Battlesuit at a speed of 30 feet per round using your Bonus Action.
 

Flash Launcher

Prerequisite: Tinker's Tools -or- Explosive Supplies
Once per short rest, using a Bonus Action, deploy several flash-crash grenades forcing every creature within a 10-foot radius to succeed a Constitution Saving Throw (DC 8 + Proficiency + Int Mod) or become blind until the end of your next turn. You can create 1d4 handheld flash-crash grenades over a long rest at a material cost of 75gp each, which can be thrown up to 30 feet as part of an attack action or rigged to a tripwire, detonating on impact.
Canisters. This alteration fills a set of installed canisters in the Battlesuit, and cannot share those canisters with other similar alterations.
 

Goliath Chassis

Prerequisite: Smith's Tools
Increase your Battlesuit's size by one; your unarmed strikes are considered simple melee weapons and now deal an extra 1d8 bludgeoning damage
Stackable. This alteration stacks with other alterations that provide similar effects.
 

Improved Hardening

Prerequisite: Smith's Tools
Improve Armor Class by one.
Stackable. This alteration stacks with other alterations that provide similar effects.
 

Mithral Materials

Prerequisite: Smith's Tools
Your armor no longer imposes disadvantage on Dexterity (Stealth) checks.
Materials. This alteration replaces all external materials of the Battlesuit, destroying any previous alteration that replaces materials.
 

Radar Sensor

Prerequisite: Tinker's Tools -or- Radio Equipment
A number of times equal to your Intelligence modifier, using a Bonus Action, you can emit a radar pulse that detects creatures in a 15 feet radius, even those that are invisible, hidden, or obscured by environmental conditions or spell effects such as that imposed by the Fog Cloud spell.
 

Reactive Plates

Prerequisite: Alchemist's Supplies -or- Potter's Tools
You may use your reaction to ignore the effects of a spell when you are hit with a spell attack a number of times equal to your Intelligence modifier per long rest.
 

Sealed Helmet

Prerequisite: Tinker's Tools
Your helmet is airtight, and as a Bonus Action, you may activate the seal to prevent all foreign gas or liquids from entering the helmet. You have enough air to last 10 minutes, after which the helmet unseals automatically and has a cooldown of 1 minute.
 

Sloped Plates

Prerequisite: Smith's Tools
Resistance to weapon piercing damage.
 

S-Mine Launcher

Prerequisite: Tinker's Tools -or- Explosive Supplies
Once per long rest, using your action, deploy several shrapnel mines into the air around you, exploding to send lethal shrapnel into surrounding creatures; every creature (excluding yourself) within a 10-foot radius must make a Dexterity saving throw or suffer 1d10 + your Intelligence modifier slashing damage, or half on success. You can create a single handheld S-Mine over a long rest at a material cost of 50gp each. Handheld S-Mines can be buried in any 5 foot space and trigger when a creature walks over that space.
Canisters. This alteration fills a set of installed canisters in the Battlesuit, and cannot share those canisters with other similar alterations.
 

Spall Lining

Prerequisite: Weaver's Tools
Resistance to weapon bludgeoning and force damage.
   

Level 17: Tier 4 Alterations

Arcane Disruptor

Prerequisite: Jeweler's Tools
Once per long rest, using a bonus action, emit an anti-magic pulse that affects everything within 30 feet of you. All effects resulting from spells or magic items (excluding the Battlesuit) are immediately ended, and until the end of your next turn, any spellcaster caught in range is unable to expend spell slots and magic items are rendered inert.
 

Adamantine Materials

Prerequisite: Smith's Tools
Critical hits against the Battlesuit become normal hits.
Materials. This alteration replaces all external materials of the Battlesuit, destroying any previous alteration that replaces materials.
 

Area Denial System

Prerequisite: Jeweler's Tools
Using your bonus action, you may activate this device to impose disadvantage on ranged spell attacks targeting any creature within 5 feet of you, including yourself, until the start of your next turn a number of times equal to your Intelligence modifier per long rest.
Canisters. This alteration fills a set of installed canisters in the Battlesuit, and cannot share those canisters with other similar alterations.
 

Defensive Field

Prerequisite: Jeweler's Tools
Using a bonus action, gain a number of temporary Hit Points equal to your class level; you can use this device a number of times equal to your Intelligence modifier, and regain all uses over a long rest.
 

Explosive Eject

Prerequisite: Alchemist's Supplies -or- Explosive Supplies
If you are reduced to 0 Hit Points, you may choose to safely eject from the Battlesuit out to a distance of 50 feet. The Battlesuit then explodes, causing 5d6 Fire and 5d6 Thunder damage to every creature within a 20-foot radius, completely destroying the Battlesuit in the process. You may also choose to do this preemptively as an Action.
 

Incendiary Dispenser

Prerequisite: Alchemist's Supplies -or- Explosive Supplies
Once per short rest, using a Bonus Action, create a burning cloud of smoke with a 10-foot radius centered on yourself that lasts for three turns and deals 3d6 + Intelligence modifier fire damage to every creature that is caught in the cloud; while operating the Battlesuit, you are immune to this weapon. You can create a handheld incendiary smoke grenade over a long rest at a material cost of 100gp each, which can be thrown up to 30 feet and detonate on impact.
Canisters. This alteration fills a set of installed canisters in the Battlesuit, and cannot share those canisters with other similar alterations.
 

Reentry Kit

Prerequisite: Weaver's Tools
You gain immunity to damage from falling.
 

Reinforced Armor

Prerequisite: Smith's Tools
Improve Armor Class by one.
Stackable. This alteration stacks with other alterations that provide similar effects.
 

Titan Chassis

Prerequisite: Smith's Tools
Increase Battlesuit size by one; your unarmed strikes are considered simple melee weapons and now deal an extra 1d8 bludgeoning damage.
Stackable. This alteration stacks with other alterations that provide similar effects.
subclass options:
A Division Specialist is a Pilot who has taken their Battlesuit to a level beyond simple modifications, taking a dedicated role in their company to maximize their unit cohesion, effectiveness, and lethality.
  In more formal settings, these Pilots may join to form dedicated units of their own to support a larger army, creating armored, recon, or artillery sections that may act in tandem with regular and elite units alike. On their own, or in less formal settings, Pilots often show preference for synergy and precision, and can range across a variety of roles.   What is certain is that a Division Specialist has access to unique equipment and designs tailored to their role, refining the already modular platform of the Battlesuit to their tastes.      

ARTILLERY DIVISION

Pilots who specialize in the Artillery Division are masters of devastation from afar, implementing black powder artillery and chemistry to deliver a variety of munitions to the battlefield. Whether by illumination, smoke screens, or thunderous shells, an Artillery Division specialist almost always introduces themselves with the faint whistling of an opening salvo.
   

Level 3: Tool Proficiency

You are now proficient in both Gunsmith's Tools and Explosive Supplies. If you are already proficient in these tools, you may become proficient in one (1) other set of artisan tools of your choice.
   

Level 3: Division Armament

Your Battlesuit receives one of the following alterations, which is mounted directly to your Battlesuit at your choice of either arm or either shoulder. This alteration does not impede the use of either hand if you choose to affix it to an arm. While operating the Battlesuit, you may use you bonus action to make an attack with your Division Armament. You may switch your Division Armament alteration at the end of a long rest once per week using either Gunsmith's Tools or Explosive Supplies
  • Falconet. A powerful firearm with a range of 50/100/150 feet that deals 1d10 force damage.
  • Rocket. A unique weapon system able to launch an unguided rocket up to a range of 200/300 feet that deals 2d6 force damage, but cannot target creatures within 30 feet.
You are proficient in both Division Armaments, and use your Intelligence modifier when making attack rolls. You can prepare a number of pieces of ammunition equal to double your Proficiency bonus whenever you complete a Long Rest using either your Gunsmith's Tools or Explosive Supplies. You do not need to prepare ammunition for Fire Missions.
   

Level 3: Fire Missions

Using a Bonus Action, you can forsake your movement to anchor yourself into a Stabilized Firing Position, granting you Advantage when making ranged weapon attacks, including those made with the Division Armament alteration. Freeing yourself from the Stabilized Firing Position requires a Bonus Action.
 
You also gain access to specialized Fire Missions, which require an Action to use from the Stabilized Firing Position. Each Division Armament alteration has a unique Fire Mission, as well as a number of unique Fire Missions unlocked at later levels. Your Fire Missions each have a maximum targeting range of 100 feet unless otherwise stated.
 
Save DC = 8 + Intelligence modifier + proficiency bonus
 
You have a number of Fire Mission uses equal to your Proficiency bonus. You regain half your Fire Mission uses when you complete a Short Rest, to a minimum of 1 use, and recover all your uses after completing a Long Rest.
 
Suppressive Fire
Target an area with a 15 feet radius; the targeted area becomes difficult terrain and every creature that begins their turn in the target area must make a Dexterity save, taking half your proficiency in d6 force damage on failure, or half as much on success.
 
Neutralizing Fire
Target an area with a 15 feet radius; any creature that begins their turn in the target area must succeed a Constitution saving throw or become Dazed until the end of their next turn, as well as make a Dexterity saving throw, taking half your proficiency in d6 force damage on failure, or half as much damage on success.
 
Destroying Fire
Target an area with a 10 feet radius; any creature that begins their turn in the target area must make a Dexterity saving throw, taking your proficiency in d6 force damage on failure, or half as much damage on success.
 
Illumination (Falconet, Level 3)
Launch a number of high altitude flares equal to your proficiency bonus at individual points of your choice. Each flare lingers in the air approximately 30 feet above the ground for 10 minutes and emits a 60 feet radius of bright light, and an additional 30 feet of dim light.
 
Off-Axis Strike (Rocket, Level 3)
Make an attack roll against a creature within 300 feet with your Divsion Armament, dealing your Proficiency in d6 force damage on hit. This missile attacks a target in a parabola, appearing to attack from a location of your choice within 30 feet and allowing you to maintain the Invisible condition gained from the Hide Action.
 
Smoke Screen (Falconet, Level 7)
Target an area with a 15 feet radius; that area is now heavily obscured by dense smoke for a duration of 10 minutes or until the smoke is blown away by a strong wind.
 
Cluster Munitions (Rocket, Level 7)
Target an area with a 15 feet radius; every creature in the targeted area must make a Dexterity saving throw, suffering a number of d6's equal to your Proficiency bonus in slashing damage or half as much damage on success. Any creature not wearing heavy armor or with an armor class less than 18 makes the save at disadvantage.
 
Incendiary Smoke (Falconet, Level 11)
Target an area with a 15 feet radius; that area is now heavily obscured by dense, burning smoke for a duration of 10 minutes or until the smoke is blown away by a strong wind. Any creature that begins their turn in the smoke or enters the smoke on their turn takes 3d6 fire damage and begins suffocating every turn until they leave the smoke.
 
Mine Dispersal (Rocket, Level 11)
Target an area with a 15 feet radius; that area is now mined. Any creature that uses their walking speed to move through that area must succeed a Dexterity saving throw or suffer a number of d6's equal to your Proficiency in force damage and have their walking speed reduced to 0 until the start of their next turn. The mines become inert after 3 days (or 72 hours).
 
Toxic Smoke (Falconet, Level 15)
Target an area with a 15 feet radius; that area becomes heavily obscured with a sickly cloud of noxious gasses for a duration of 10 minutes or until the cloud is blown away by a strong wind. Any creatures that start their turn inside the cloud immediately begin to suffocate and must succeed a Constitution saving throw or gain the Poisoned condition, which lasts for 1 minute after the creature departs the cloud. A Poisoned creature continues to suffocate and takes half your Proficiency bonus in d6's in Poison damage at the start of each of its turns until the Poisoned condition is ended.
 
Disrupting Warhead (Rocket, Level 15)
Target an area with a 10 feet radius; the target area is now under the effects of the 'Antimagic Field' spell as if cast at 8th level, but with a duration of 1 minute.
 
Final Protective Fire (Falconet, Level 20)
Target three adjacent areas with a 15 feet radius each; the target areas may overlap by up to 15 feet; repeat the last three Fire Missions you have used across the three targeted areas.
 
Radiant Warhead (Rocket, Level 20)
Target a single square up to 300 feet away; every creature within a 25 feet radius must make a Dexterity save, suffering a number of d12s equal to your Proficiency bonus in both Force damage and Radiant damage. All magical effects within the target area are immediately dispelled, and creatures cannot expend spell slots or charges for magic items until the end of your next turn. Any creatures or objects reduced to 0 hit points by this Fire Mission are immediately disintegrated.
   

Level 7: Armament Battery

When you use a Bonus Action to make an attack roll with your Division Armament, you may one additional weapon attack.
   

Level 7: Fire Direction Center

When you use a Fire Mission, you may designate a number of allies equal to your Intelligence modifier to use their Reaction to make a ranged weapon attack roll or cantrip spell attack roll with advantage against creatures within the target area of the Fire Mission
   

Level 11: Munitions Upgrade

Your Division Armament alteration is now able to use specialized ammunition, of which you can prepare a number of pieces equal to your Proficiency bonus.
  • (Falconet) Canister Shot: fire a spread of densely packed shot in a 15 feet cone forcing every creature in the target area to make a Dexterity saving throw (DC 8 + your proficiency bonus + your Intelligence modifier), suffering 2d6 piercing damage on fail or half as much damage on success.
  • (Rocket) Kinetic Warhead: fire a rocket with a bladed kinetic warhead that travels in a 30 feet line away from you, forcing every creature in the target area to make a Dexterity saving throw (DC 8 + your proficiency bonus + your Intelligence modifier), suffering 1d12 slashing damage on fail or half as much on success.
   

Level 11: Danger Close

Friendly creatures have advantage on saving throws when they fall within the target area of your Division Armament alteration or Fire Missions.
   

Level 15: Emergency Resupply

When you roll Initiative and have no more standard ammunition for your Division Armament alteration, you gain a number of pieces of standard ammunition equal to half your Proficiency bonus. Additionally, if you have no uses of your Fire Missions remaining when you roll Initiative, you gain a single use of your Fire Missions.
   

Level 15: Forward Observers

Whenever you complete a Long Rest, you may designate one ally to be your Forward Observer, or FO. As long as the FO can see an enemy creature within your weapon range, you can target that creature with your Division Armament alteration even if that creature has the Invisible condition, is Heavily Obscured, or behind full cover. Both you and the target must have open skies overhead, or a ceiling exceeding 100 feet if the target is behind full cover.
   

20th Level - King of Battle

You gain the following improvements to your abilities:
  • When you use your Bonus Action to make an attack roll with your DIvision Armament alteration, you may make two additional weapon attacks.
  • When you roll Initiative and have no standard ammunition remaining for your integrated weapon, you gain a number of pieces of standard ammunition equal to your Proficiency bonus
  • When you roll initiative and have no uses of your Fire Missions remaining, you gain two (2) uses.
  • You can designate two (2) Forward Observers when you complete a Long Rest instead of one.
       

ASSAULT DIVISION

Pilots who specialize in the Assault Division are dedicated shock troopers and vanguards, working with coordinated combined arms strikes to smash apart formations and punch holes in battle lines so that they and their allies can flood through and wreak havoc.
   

3rd Level: Aura Blade Launcher

Your Battlesuit gains a unique alteration called "Aura Blade Launcher," which is a multirole ranged weapon with the Ammunition, Light, and Loading properties, deals 1d6 Piercing damage, uses your Intelligence modifier for attack and damage modifiers, and uses unique ammunition called Aura Blades, which activate certain effects when they hit a creature.
 
You prepare a maximum number of Aura Blades of any combination from the options you know equal to your proficiency bonus plus your Intelligence modifier whenever you complete a Long Rest. Whenever you complete a Short Rest, you recover a number of Aura Blades equal to half your Intelligence modifier, up to the maximum you can prepare.
 
  • Marking Blade. Objects and terrain within the target area are outlined in orange light. Creatures within the target area must make a Dexterity saving throw, becoming outlined on failure. For the duration, affected objects and creatures shed Dim Light in a 10-foot radius, cannot benefit from the Invisible condition, and attack rolls made against them have Advantage if the attacker can see them.
  • Scattering Blade. All creatures within the target area must make a Constitution saving throw, gaining a damaging aura with a 10-foot radius on failure. For the duration, all affected creatures take a number of d4's in Force damage equal to the number of similarly affected creatures within their aura at the start of their turn and whenever they willingly move into another affected creature's aura.
  • Weakening Blade. All creatures within the target area must make a Wisdom saving throw. For the duration, all creatures that fail the saving throw must subtract 1d4 from all attack rolls or saving throws.
 
All Aura Blade Launcher ammunition has a Saving Throw DC equal to 10 + your Intelligence modifier + your proficiency bonus. They also have a target radius of 10 feet centered on the creature hit with an Aura Blade, which increases to 30 feet at Battlesuit Level 11, and lasts until the end of three of your turns. The creature that is hit by the Aura Blade has Disadvantage on their saving throw against the Aura Blade's effects.
   

3rd Level: Breakthrough

Once per turn, if you move more than half your movement speed, you may choose to attempt to charge into an opponent, knocking them back and taking their space. The target creature makes a Strength saving throw (DC = 8 + proficiency bonus + Strength modifier), on failure the target is pushed 10 feet back and you take their space. This action is resolved before making attacks and may only be used against creatures one size larger than you or smaller.
 

Level 7: Target Rich Environment

When you take the Attack action and there are two or more hostile creatures within your weapon's reach, you gain an extra attack for this Attack action. If there are more hostile creatures than you have attacks, then you also deal an additional amount of weapon damage equal to your proficiency bonus until the end of your turn.
   
Level 7: Disrupting Blades
You can now prepare and/or recover the following options for your Aurua Blade Launcher alteration whenever you complete a Long Rest or a Short Rest. Your Aura Blade ammunition is also considered magical for the purpose of overcoming resistance to non-magical damage.
 
  • Binding Blade. All creatures within the target area must make a Charisma saving throw, becoming unable to move away from you on failure. For the duration, affected creatures cannot willingly move away from you, and if they are moved by another creature away from you, they immediately suffer a number of d4's in Force damage equal to the number of spaces they are moved away from you.
  • Confounding Blade. All creatures within the target area must make an Intelligence saving throw, becoming confused on failure. For the duration, affected creatures must use their full Attack or Magic actions to attempt to deal damage to the nearest creature.
   

Level 11: Shaping Assault

You may make an extra weapon attack if you have moved at least half your movement speed on your turn in combat. Additionally, when you attempt to use your Breakthrough feature, you may designate a number of allies equal to half of your Proficiency bonus who may use their Reaction to move half their movement speed with you and then make a single weapon attack.
   

Level 15: Shock Tactics

When you use your Breakthrough feature, you may choose an additional effect to inflict on when your target fails their save:
  • Stunning Charge. The target is automatically stunned until the end of your next turn and every hostile creature within 5 feet of the target must make the same save or be stunned as well.
  • Staggering Charge. The target is pushed back 5 feet and knocked prone instead of being pushed 10 feet, and every hostile creature within 5 feet of the target must make the same save or be knocked prone as well.
  • Penetrating Charge. The target is pushed back 20 feet instead of 10, you may choose to take the space behind where they originally were, and every hostile creature within 5 feet of the target must make the same save or be pushed back 5 feet as well.
   
Level 20: Nullifying Blade
You can now prepare and/or recover the following options for your Aura Blade Launcher alteration whenever you complete a Long or Short Rest.
 
  • Nullifying Blade. For the duration, the target area is now affected as if by the Antimagic Field spell
   

Level 20: Concentrated Strike

When you use your Breakthrough feature, each ally you designated as part of your Shaping Assault who ends their movement adjacent to you contributes to the saving throw DC, adding half their Strength modifier (min 1).
       

ENGINEERING DIVISION

Whether its a bridge that needs building, a field that needs less (or more) traps, an outpost or fort that needs reinforcing, or a hostile structure that needs tearing down, pilots of the Engineering Division are the professionals. For everything else, they've got their trusty torch.
   

3rd Level: Flametrooper

Your Battlesuit is now equipped with a unique Flamethrower alteration. A number of times equal to your Proficiency bonus, you may target either a 30 foot line or a 15 foot cone with your Flamethrower as a bonus action. Targets caught in the target area must make a Dexterity saving throw (DC = 8 + proficiency bonus + Intelligence modifier), taking 2d6 fire damage on failure or half on success. This damage increases by 1d6 when you reach class level 7 (3d6), 11 (4d6), and 15 (5d6).
 
Targets that fail the Dexterity save continue to burn, taking fire damage at the end of their turn for three turns equal to half the initial damage dice; burning targets may repeat the save to extinguish themselves as an Action on their turns.
   

Level 3: Pathfinder

You excel at finding the best route for your company and how to navigate harsh environments. You now no longer suffer any penalties to movement speed from difficult terrain, and you and your party may travel safely out of combat at their normal pace when crossing difficult terrain.
   

Level 7: In Defilade

When you complete a Long Rest, you may prepare one of the following devices which you can deploy to an adjacent space(s) as a Bonus Action and collect after combat:
  • Razor Wire: cover a surface area 5 feet wide and 10 feet long in bladed steel wire, making the area difficult terrain and dealing 1d4 + your Intelligence modifier in slashing damage to any creature that enters or begins its turn in the wire.
  • Hedgehogs: deploy up to three medium sized steel spike trusses, preventing any creature of a larger size from crossing them.
  • Barricade: deploy a steel crenelated barrier that expands to a length of 10 feet and a height of 5 feet, with wings 5 feet deep forming a wide U-shape; any creature may use this barrier as full cover.
Whenever you complete a Long Rest, you may choose to switch your Defilade device for a different one, destroying the previous device in the process.
   

Level 7: Architect

When you take a long rest, you may use your first hour to improve your rest site so as to ensure you and your party a safer rest:
  • Fortified: allies have advantage on Wisdom (Perception) checks during the long rest, and all allies resting in the site receive advantage on any Initiative rolls that may occur before the end of a long rest.
  • Hidden: allies have advantage on Dexterity (Stealth) checks within the rest site, and the rest site is considered hidden from hostile creatures (DC = 8 + Intelligence modifier + proficiency bonus).
 
Additionally, when traveling over the course of a week you can circumvent a number of natural obstacles within reason equal to half your proficiency modifier, such as a deep or fast flowing river, a steep cliff, or a canyon.
   

Level 11: Arcane Pyre

Your Flamethrower alteration deals half damage to creatures that are immune to fire, and ignores resistance to fire damage entirely.
   

Level 11: Minesweeper

You can take the Search action as a Bonus Action for locating hidden traps and devices like tripwires, pressure plates, false panels, or disguised entrances, and you may choose to add your Intelligence modifier to you Wisdom (Perception) check or add your Wisdom modifier to your Intelligence (Investigation) check.
   

Level 15: Assault Pioneer

Whenever you complete a Long Rest, you may modify your Flamethrower alteration to have one of the following additional effects:
  • High Pressure Tank: your range is doubled.
  • Nafta Fuel: the target area continues to burn for 1 minute, and any creature that enters or begins their turn within the target area takes damage.
  • Flash Burners: you deal twice as many dice in damage.
   

Level 15: Field Fortifications

You can prepare two pieces of Defilade equipment of any pairing, deploying each with an action.
   

20th Level: Logistics Officer

When you and your allies take a Short Rest together, you can designate up to three allies (including yourself) to receive one of the following benefits:
  • Your hit dice provide double the rolled healing.
  • You can recover a single class or subclass resource twice as much; spellcasters can recover half as many more spell slots.
  • You can create 1d10 Ă— your Intelligence modifier weapon ammunition for one weapon used by each of your designated allies
   

Level 20: Hellfire Trooper

Your Flamethrower alteration ignores both resistance and immunity to fire damage entirely, and when you set targets on fire using your flamethrower, they suffer the full damage as the initial use for each turn that they are burning.
 
Further, when a creature is reduced to 0 hit points as a result of damage received from your flamethrower, you may also choose an additional effect that activates immediately:
  • Detonation: the target explodes, forcing all creatures within a 10 feet radius to make a Dexterity save as if targeted by your flamethrower.
  • Disintegration: the target is disintegrated and cannot be reanimated or revived by any means except Divine Intervention or a Wish spell.
  • Purification: the target's immolation is converted into healing energy, providing the same number of dice it suffered damage from as healing for yourself and each creature within 10 feet of you, or twice as much if that target was either a fiend or an undead.
       

HEAVY DIVISION

The armored center of the battleline, pilots of the Heavy Division specialize in exposing enemy positions, protecting allied forces, and dealing out punishment, operating on a first-come, first-serve basis for battle orders.
   

Level 3: Point Position

When you roll Initiative, if you are not surprised and operating the Battlesuit, you may make a single extra weapon attack on your turn and your Armor Class is temporarily increased by your Proficiency bonus. These effects last until the end of your next turn.
   

Level 7: Drawing Fire

As a Reaction, when a hostile creature makes a melee weapon or spell attack towards an adjacent ally, you may interpose yourself between them, turning the attack towards yourself instead. In return, the ally that you are defending may make a single weapon attack without using their Reaction.
 
Adjacent allies may also use you as three-quarters cover against hostile creatures that begin their turn opposite of the ally, and may move up to half their movement speed when you take your movement on your turn. This movement does not count against their Reaction use.
   

Level 11: Combined Arms

When an enemy within 15 feet of you targets an ally with an attack roll or a spell, you may use your Reaction to make a weapon attack against that enemy. Allies gain advantage on attack rolls against that enemy if you have deal damage to them until the end of your next turn.
   

Level 15: Armored Warfare

Your Armor Class increase when you roll Initiative remains until you are hit by an attack roll that deals damage. As long as your Armor Class increase is intact, when you are forced to make any saving throw against damage, you suffer no damage on success and only half damage from failures.
   

Level 20: Column Leader

All adjacent allies have advantage against damaging area of effect spells that also include you.Additionally, when a hostile creature casts a damaging spell that targets you, you can use your Reaction to make a single weapon attack -or- use your Reaction to have an ally make a single weapon attack or single target spell attack.
       

RECON DIVISION

Pilots of the Recon Division are professionals in keeping low profiles and high situational intelligence, able to surveil, skirmish, and strike targets before darting back out of harms way or even vanishing entirely from the battlefield, only to reappear in an enemy's flank to do it all over again.
   

Level 3: Active Camouflage

Your Battlesuit gains a unique alteration called "Active Camouflage", granting you the ability to turn invisible for a brief moment in combat. Using your Bonus Action, you may activate you Active Camouflage alteration to grant yourself the Invisible condition for the duration of 2 turns, including the turn you activate on. This condition ends early if you make an attack roll, deal damage, or cast a spell.
 
You may use your Active Camouflage alteration a number of times equal to your Proficiency bonus, regaining all uses after you have completed a Long Rest. Additionally, the duration your Active Camouflage lasts increases by 1 turn at class levels 7, 11, 15, and 20.
   

Level 3: Scouting Element

You can now add your Intelligence modifier to your Wisdom (Perception) checks and your Initiative bonus. In addition, on your first turn in combat, you gain an extra 10 feet of movement speed and you may make a single extra weapon attack that deals an extra die of that weapon's damage.
   

Level 7: Evasion Protocols

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the Dexterity saving throw and onlhy half damage if you fail. Additionally, when you succeed a Dexterity saving throw your Active Camouflage alteration immediately activates for half the normal duration without expending a use. You cannot use this feature if you have the Incapacitated condition.
   

Level 7: Skirmisher

As a reaction, you may move up to half your movement speed away from any hostile creature that ends their turn adjacent to you, or otherwise within range of one of their melee attacks. This movement does not provoke an attack of opportunity.
   

Level 11: Guardian Protocols

When you use the Help action and successfully aid an ally in ending a harmful condition such as Blinded, Incapacitated, or Restrained, your Active Camouflage alteration immediately activates and grants both you and that ally its effects for half the normal duration without expending a use.
 
Additionally, when you have completed a Long Rest you may install a temporary, reduced version of the Active Camouflage alteration in a set of conventional armor or clothes. This reduced alteration may be used a number of times equal to half the wearer's Proficiency bonus and lasts for half the normal duration of your Battlesuit's Active Camouflage, ending early if the wearer makes an attack roll, deals damage, or casts a spell. Upon reaching class level 20, you may provide this temporary alteration to two allies instead of one.
   

Level 11: Spotter

If you have not moved during your turn, you may use your bonus action to take the Search action, making a Wisdom (Perception) check to locate a creature that has successfully used the Hide action. Further, hostile creatures you have observed this round suffer disadvantage on Dexterity (Stealth) checks when they take the Hide action.
   

Level 15: Veiled Strike

When you make an attack roll that ends the effects of your Active Camouflage alteration early, and the attack hits, you deal and additional number of damage dice in that weapon's damage equal to the number of turns you spent under the effects of the Active Camouflage alteration. Additionally, if your attack roll results in a Critical Hit, your Active Camouflage effects persist for one additional turn.
   

Level 15: Envelopment

You have advantage on any ranged attacks you make against enemies that are adjacent to allies and have been attacked this round. Additionally, any enemy you have attacked this round is unable to make attacks of opportunity against you until the beginning of your next turn.
   

Level 20: Emergency Protocols

When you are reduced to 0 hit points and you do not die instantly, you do not gain the Unconcious condition. Instead, your Active Camouflage alteration immediately activates for the full duration without expending a use, and you no longer end the effects early when you make attack rolls or deal damage though you may choose to when you deal damage. In addition, for the duration of your Active Camouflage, you regain Hit Points equal to the amount of damage you deal under the effects end, including from the damage dealt if you choose to end the effects early. You can only use this feature once, regaining its use after completing a Long Rest, and until that time you enter any future Death Saving Throws with one failed save.
   

Level 20: Raider

Until you suffer damage, your speed remains increased by 10 feet and every weapon attack deals an additional damage die. In addition, you always deal critical hits on 19 and 20 attack rolls.

Created by

Apollyon's Wrath.

Statblock Type

Class Features

Link/Embed