Inventor/Battle Tinker

[Subclass] of Inventor.
You've specialized in crafting powered armor to fight your enemies and use powered moves to make special attacks. Your armor can be powered by clockwork, steampower or batteries.

 

Exoskeleton: Integrate clockwork and electro tech into a suit of heavy armor (must be [Mundane] or [Tech]). You replace the Clockwork Companion feature with the Exoskeleton. Spend a long rest integrating your invention into a set of heavy armor with Tinkerer's Tools check DC15.

    When wearing the Exoskeleton you have the following modifiers:
  • Lose dexterity modifier to Initiative unless it's negative.
  • You have -5ft movement.
  • If the armor normally has a Strength requirement, the exoskeleton removes this requirement for you.
  • Heavy weapons don't apply disadvantages while wearing the exoskeleton.
  • Specialized components based on your Inventor specialty:
    • Armor Specialty: Modular armour plates - To add or replace an armor plate you need to spend one long rest. Make a Tinkerer's Tool's check DC12 to succeed.
    • Weapon Specialty: Modular weapon slots. To add or replace a weapon you need to spend one long rest. Make a Tinkerer's Tool's check DC12 to succeed.
    • Item Specialty: Modular item slots. To add or replace an item you need to spend one long rest. Make a Tinkerer's Tool's check DC12 to succeed.
  • The Exoskeleton attaches to you and can't be removed against your will unless unconcious, restrained or in any other way incapacitated. It covers your entire body although you can retract or deploy the helmet as a bonus action.
  • Add half of your Intelligence modifier rounded down to your AC and Armor Specialty can add full modifier.
  • You can doff or don the Exoskeleton as a full turn.
  • 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.

 

Subclass Features

At level 3
  • Exoskeleton: See above.
  • 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.
  • 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's.
At level 6
  • Powered Servos: You can spend 5 Power to use your Intelligence modifier on Strength or Constitution checks.
  • Active Defence: Spend 10 power at the end of your turn to gain resistance to slashing, piercing and bludgeoning damage.
At level 9
  • Exoskeleton Modifications (choose 2, you can switch them during a short or long rest):
    • Enhanced Defense - The armor plating on your exoskeleton gains a +1 bonus to Armor Class.
    • Enhanced Offense - This grants a +1 bonus to attack and damage rolls made with it.
    • Auto Loader - When it's used to make a ranged attack it ignores the loading property.
    • Enhanched Movement - Your movement speed increases by 10ft.
    • Spring Joints - You double your jump distance
    • Vent Core - You blast heat from your core out a 5ft radius out of exhaust ports. Creatures caught in the blast take 2d6 Fire damage and must make a Dex Save DC10 + INT Mod + Profiency. On success they take half damage, on failure they take full and suffer the Burning condition.
    • Electro Charge - You charge your armor with electricity. A creature that makes a melee attack that hits suffers 1d6 Electrical damage and it costs 5 battery to do so.
    • Subtle Dampeners - You remove your disadvantage on Stealth checks
At level 10
  • Improved Combat maneuvers: Choose 2 additional combat maneuvers from the Combat Maneuvers table. You can choose the Improved ones as well.
At level 11
  • You replace the Enhanced Clockwork Companion Feature by taking one of the following features:
    • Improved Powered 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 Maneuver: You can take another combat maneuver including the improved ones.
    • Expert Tinkerer: You can install weapon, armor and item modules.

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