The crashed space ship changed everything, as a new magic was born. No longer was magic in the hands of those who could manipulate energy. No! Magic was in the hands of tinkerers who studied fantastic contraptions. This allowed common folk to wield that same kind of power. For warriors, this changed the entirety of battle! Incredible technologies allow for ordinary fighters to become juggernauts of incredible power. While most have no use for or ability to craft magic, technologies like powered-armor, energy weapons, and cybernetics have balanced the playing field by turning them into powerful titans in their own right.
Through the use of technical modification and new tactics to match these inventions, the Super Soldier is a fearsome foe. Their training expands into a variety of martial practice. Even without a gun in hand, they’re liable to give their foes a fierce fight to the end. While some prefer augmenting their bodies through cybernetics and genetic manipulation, others prefer to tinker and find new ways to push their arsenal forward.
Forge Experience –
Upon taking this archetype at level 3, you are granted proficiency in one type of artisan tools. In addition, you can spend an extended rest repairing an object or piece of technology that is broken or has ceased working. This requires an intelligence check using your proficiency with your tools as well. Challenge varies depending on what is being repaired.
You are proficient with the Renaissance firearms from the DMG. And if the DM permits, you also gain proficiency to the modern firearms.
Technical Prowess –
Your training pushes the potential of technology over the edge. Starting at level 7, you gain a +1 bonus to attack and damage rolls when wielding a technological weapon. In addition, these weapons count as magical for the sake of damage modification. Furthermore, each active piece of technological armor and weapon counts as being attuned, when factoring in actual magic items Upon reaching level 13, increase your bonus to +2. At level 19, the increase becomes +3.
Incredible Reserve –
Whether through self-implanted cybernetics, modification to your genetic code or training under the strain of bulky machinery, Adrenalin pumps harder in your system. At level 10, you also gain an extra 1d10+level temporary hit points when using your Second Wind ability. These last for 1 minute. After the temp is expended or expires, you must take a short rest or long rest before using this ability again.
Cyber Warrior –
At level 15, your training surpasses huge armies and especially the legions of the technologically ignorant. You gain resistance to non-magical and non-technological weapon damage (Bludgeoning/Piercing/Slashing). You also add your proficiency bonus to damage dealt with a technological weapon.
Warlord of Super Science –
Upon reaching level 18, you must make an intelligence check with proficiency after using a special ability from a high tech armor or using a high tech weapon. If you roll higher than DC 15, you don’t expend a charge from that item. If you fail, you do expend the charge.
Created by Doctor Necrotic for Doctor Necrotic Media.