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Battle Tinker

Class: Inventor

You've focused on improving your skills in battle through gadgets, machinery and power sources. Turning your armor into a mobile suit powered by your inventions and being able to perform extraordinary feats in battle.
Features
Level 3: Exoskeleton
You improve a suit of heavy armor (must be Mundane or Technological) with your inventions by spending Downtime or a Long Rest with a Tinkerer's Tools check DC15. On success, you gain an Exoskeleton with the Armor Class of the Heavy Armor used.
When wearing the Exoskeleton you have the following modifiers:
  • You use your Intelligence instead of Dexterity to determine your Armor Class bonus. The maximum still applies.
  • You have -5 ft. movement.
  • You ignore the Strength requirement of the armor.
  • Heavy weapons don't apply Disadvantage while wearing the Exoskeleton.
  • The Exoskeleton attaches to you and can't be removed against your will unless unconscious, restrained or in any other way incapacitated. It covers your entire body although you can retract or deploy the helmet as a Free Action.
  • Add half of your Intelligence modifier rounded up to your AC.
  • You can doff or don the Exoskeleton as a full tur.
  • Power core capacity is 75 at level 3. When you lose all power you suffer the stunned condition until you doff the armor.
  • Short rests recover 2d10 + Intelligence modifier + Proficiency Power. Long rest recovers to maximum power. During combat you can use batteries to restore power to your exoskeleton by spending an action to Recharge (1 battery restores 10 power).
  • At the end of your turn you lose 2 Power.
  • You cannot sleep in your exoskeleton and must remove it when resting.
Powered Surge: You can push your exoskeleton beyond it's normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a Short or Long rest before you can use it again.
Powered Surge costs 10 battery Capacity.

Level 3: Powered Maneuvers: Choose 3 combat maneuvers from the Combat Maneuvers table.
Your Superiority die are d10 when at 75+ Power, 50+ d8, 25+ d6, 10+ d4, lower than 10 power adds no Superiority damage and you lose your Proficiency to Save DC.

Level 6: Powered Servos
You can spend 5 Power to use your Intelligence modifier on Strength or Constitution Ability Checks or Saving Throws.

Level 6: Enhanced Power Core
Your maximum Power increases to 100.

Level 9: Exoskeleton Modification
Exoskeleton Modifications (choose 2, you can switch them during a long rest):
  • Triple Plating: The armor plating on your Exoskeleton gains a +1 bonus to Armor Class.
  • Power Servos: This grants a +1 bonus to attack and damage rolls made while inside the Exoskeleton.
  • Auto Loader: For ranged weapons you ignore the Loading property.
  • Enhanced Servos: Your movement speed increases by 10 ft.
  • Spring Joints: You double your jump distance.
  • Vent Core: You blast heat from your Core out a 5 ft. radius using your exhaust ports. Creatures caught in the blast take 2d6 Fire damage + Intelligence Modifier and must make a Dex Save DC8 + Intelligence Modifier + Proficiency. On success they take half damage, on failure they take full damage and get the Burning condition taking 1d6 Fire damage until they use an Action to put out the flames.
  • Electric Charge: You charge the outside of your armor with electricity. When a melee attack hits you can choose to use a Reaction and 5 Power to make the creature take 2d6 Lightning damage.
  • Subtle Dampeners: You remove your disadvantage on Stealth checks.
  • Overcharged Surge: You can use the Powered Surge ability a second time before a short or long rest but it'll cost 20 Power.
  • Additional Combat Maneuvers: You can take another 2 combat maneuvers from the Combat Maneuvers table.
Level 17: Invulnerable Fortress
As a Reaction you can activate the defenses of your Exoskeleton and turn it into an immobile fortress. Your speed becomes 0 and you automatically fail Dexterity Checks but your AC increases by 5 until you start moving again.

Created by

nasandre.

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