Heavy {Paladin} in Tria | World Anvil
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Heavy {Paladin}

Whatever their origin or their mission, Heavies are the people you call in when you need an armored vehicle that you can reason with. Whether coming from an official military background, the product of a mercenary organization's investment, or self-made as a bounty hunter or similar, a Heavy’s specialized training with heavy weapons, armor, and sym-tech make them capable warriors and sturdy adventurers.  

Specialized Training

Heavies train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the symbiotic power they wield with their various sym-tech items and armour upgrades. They can skillfully use these devices to provide rapid healing of injured allies, to pump some extra damage into their enemies, and to protect the innocent and/or those who join them on their path.  

Beyond the Mundane Life

Almost by definition, the life of a Heavy is an adventuring life. Unless a lasting injury has taken him or her away from action for a time, every heavy lives on the front lines, relishing the thrill of danger and excitement of triumph. Skilled fighters are rare enough among the ranks of the militias and armies of the galaxy, but even fewer people can claim to fill the niche of a Heavy. Whatever drew them to this life, they typically end up using their skills for a cause close to their heart, having loyalty first to their own goals and desires rather than nations, whether those goals are the cause of righteousness, the pursuit of coin, the testing of strength, or something else.  

Creating a Heavy

One of the most important aspects of a Heavy character is understanding the nature of their sym-tech and armor. Although the class features related to your sym-tech specialty don't appear until you reach 3rd level, plan ahead for that choice by reading the specialty descriptions at the end of the class and feel free to integrate the nature of the specialty into your backstory.   How did you receive your training in heavy armaments? Was it formal military training or a more gritty time of trial and error in the seedy underbelly of society? Now that you are adventuring, what goals are you using your skills to pursue? Did you leave your former life on good terms or burn bridges as you absconded with your tech and armor?  

Quick Build

You can make a Heavy quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Marine/Special Ops background.  

Heavy Table

 

Features

Sonar Pulse

As an action, you can activate a sonar sensor embedded in your armor to detect nearby forces. Until the end of your next turn, you know the location of any medium or larger creature within 60 feet of you that is not behind total cover. You know the size of any being whose presence you sense, but not its identity or equipment.   You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.  

Healing Injection

You come equipped with a sym-tech syringe filled with a serum that promotes a small amount of rapid, almost instantaneous healing of wounds. This reservoir of serum will slowly self-replicate and the syringe will be replenished when you take a long rest. With a full reservoir of serum, you can restore a total number of hit points equal to your Heavy level x 5.   As an action, you can touch a creature and inject them with some of the serum to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.   Alternatively, you can expend 5 hit points from your reservoir of serum to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Injection, expending hit points separately for each one.   This feature has no effect on robots and other synthetic constructs.  

Fighting Style

Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.   Blind Fighting
Via sensors in your armour and years of practiced intuition, you have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.   Defense
While you are wearing armor, you gain a +1 bonus to AC.   Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.   Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding/wearing a shield or a simple or martial weapon to use this reaction.   Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding/wearing a shield.   Close Quarters Shooter
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.   Marine
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.   Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.  

Power Use

By 2nd level, you have learned to augment your armor to use sym-tech powers.   Preparing and Using Powers
The Heavy table shows how many power slots you have built into your armor and available to use sym-tech powers. To use one of your powers of 1st level or higher, you must expend a slot of the power's level or higher. Your sym-tech recharges all expended power slots when you finish a long rest.   You prepare the list of Heavy powers that are available for you to use, choosing from the Heavy power list. When you do so, choose a number of Heavy powers equal to your Charisma modifier + half your Heavy level, rounded down (minimum of one power). The powers must be of a level for which you have power slots.   For example, if you are a 5th-level Heavy, you have four 1st-level and two 2nd-level power slots. With a Charisma of 14, your list of prepared powers can include four powers of 1st or 2nd level, in any combination. If you prepare the 1st-level power Cure Wounds, you can use it with a 1st-level or a 2nd-level slot. Using the power doesn't remove it from your list of prepared powers.   You can change your list of prepared powers when you finish a long rest, reconfiguring your armor's sym-tech. Preparing a new list of Heavy powers requires time spent fiddling with the tech modules: at least 1 minute per power level for each power on your list.   Power Use Ability
Charisma is your power use ability for your Heavy powers, since their use stems from your ability to remember their activation sequences and reliably perform them (as opposed to Sym-Tech Engineers who know how to program new powers on the fly). You use your Charisma whenever a power refers to your power use ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Heavy power you use and when making an attack roll with one.   Power save DC = 8 + your proficiency bonus + your Charisma modifier   Power attack modifier = your proficiency bonus + your Charisma modifier   Power Use Item
You must be wearing a suit of armor to use your powers as they are, functionally, pieces of sym-tech integrated in the armor.  

Nuclear Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one power slot to enhance your weapon with rapidly decaying, radioactive elements to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level power slot, plus 1d8 for each power level higher than 1st, to a maximum of 5d8.  

Synthetic Immunity

By 3rd level, you can integrate your armor with some of your biological functions which makes you immune to disease.  

Sym-Tech Specialty

When you reach 3rd level, you focus your operational knowledge about sym-tech armor upgrades into one specialty. Up to this time you have been in a preparatory stage, with broad but general knowledge about these types of upgrades. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include access to additional Heavy powers and the Overclock Sym-Tech feature.   Sym-Tech Specialty Powers
Each specialty has a list of associated powers. You gain access to these powers at the levels specified in the specialty description. Once you gain access to a specialty power, you always have it prepared. Specialty powers don't count against the number of powers you can prepare each day. If you gain a specialty power that doesn't appear on the Heavy power list, the power is nonetheless a Heavy power for you.   Overclock Sym-Tech
Your specialty allows you to channel more extradimensional energy through your devices than is recommended to create unique symbiotic effects. Each Overclock Sym-Tech option provided by your specialty explains how to use it. When you use your Overclock Sym-Tech feature, you choose which option to use. You must then finish a short or long rest to use this feature again. Some of the effects of this feature require saving throws. When you use such an effect from this class, the DC equals your Heavy power save DC.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Martial Versatility
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to Heavies. This replacement represents a shift of focus in your martial practice.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Tactical Zone

Starting at 6th level, your tech provides slightly advanced warning about attacks and effects within a region around you. Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.   At 18th level, the range of this zone increases to 30 feet.  

Zone of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious as your sym-tech boosts the mental fortitude of all within range.   At 18th level, the range of this zone increases to 30 feet.  

Improved Nuclear Smite

By 11th level, you can so suffuse your weapons with nuclear potential that all your melee weapon strikes pack extra punches. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

Reset Reality

Beginning at 14th level, you can use your action to end one power or symbiotic effect on yourself or on one willing creature that you touch.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.  

Sym-Tech Specialties

Heavies have many features in common, but they tend to specialize in different areas, especially in terms of what sym-tech they tend to favour. Your choice of specialty is a reflection of your focus, a description of your preferred techniques.  

Chronotech

Geared to subtly manipulate the timeline to provide enhanced mobility, mental awareness, and more.
Specialty Powers
Accessible at Specified Heavy Level
  • 3rd - Expeditious Retreat, Enhanced Reflexes
  • 5th - Time Lock, Thread of Spacetime
  • 9th - Timeline Barrage, Slow
  • 13th - TBD
  • 17th - TBD
 
Overclock Sym-Tech
Zone of Mental Acuity
You can overclock your sym-tech to focus the minds of creatures near you and subtly slow their perception of time to allow for enhanced reasoning and intuition. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.   Guided Strike
Overclock your sym-tech to improve your targeting capabilities and strike with preternatural accuracy. When you make an attack roll, you can use your Overclock Sym-Tech to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the GM says whether the attack hits or misses.  
Zone of Time Dilation
At 7th level, you configure your sym-tech emanate a field that subtly alters aspects of time for you and your companions, allowing you to travel further than one would expect and race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.   When you reach 18th level in this class, the range of the zone increases to 10 feet.  
Phase Out
At 15th level, you have the ability to slip away from your foes by phasing out of the three physical dimensions, and moving along extra dimensions to teleport to a new location. Immediately after you are hit by an attack, you can use your reaction to activate your sym-tech which turns you invisible and teleports you up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.  
Walker of Timelines
At 20th level, your sym-tech allows you to periodically rewind time a few seconds to gain the advantage of a second attempt in order to avoid failure. As a bonus action, you gain the following benefits for 1 minute:  
  • You gain advantage on all Charisma checks.
  • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
  • If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.
  • Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level power slot to use it again.  

    Neurotech

    Geared to generally manipulate creatures' mental faculties, occaisionally to boost allies but especially by playing on your enemies deepest fears.
    Specialty Powers
    Accessible at Specified Heavy Level
    • 3rd - Bane, Heroism
    • 5th - Calm Emotions, Psychic Freeze
    • 9th - Hypnotic Pattern, Telepathic Message
    • 13th - Compulsion, System Shock
    • 17th - TBD
     
    Overclock Sym-Tech
    Terrifying Presence
    Overclock your sym-tech generate a field of fear that emanates from you. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.   Punishment
    You can overclock your sym-tech to punish those who use violence against your allies. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes psychic damage equal to the damage it just dealt. On a successful save, it takes half as much damage.  
    Psychic Paralysis
    Starting at 7th level, your sym-tech creates a mental feedback loop that amplifies fear in your enemies as long as you are not incapacitated. The field of effect extends 10 feet from you in every direction, but not through total cover.   If a creature is frightened of you, its speed is reduced to 0 while affected by this feedback loop, and that creature takes psychic damage equal to half your Heavy level if it starts its turn there.   At 18th level, the range of this field increases to 30 feet.  
    Short-Circuit Neurons
    Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.  
    Zone of Gloom
    At 20th level, your sym-tech can, as an action, surround yourself with an psychologically manipulative field of gloom that lasts for 1 minute. The zone reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the zone, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the zone can fade into this deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures within this shadow.   While the zone lasts, you can use a bonus action on your turn to trigger a psychological attack on one creature within the zone, mannifesting their deepest fears. Make a melee power attack against the target. If the attack hits, the target takes psychic damage equal to 3d10 + your Charisma modifier.   After activating the zone, you can't do so again until you finish a long rest.  

    Locomotech

    Geared to enhance mobility and targeting capabilities for battlefield superiority.
    Specialty Powers
    Accessible at Specified Heavy Level
    • 3rd - Radioactive Beacon, Holographic Camoflague
    • 5th - Extradimensional Step, Psychic Freeze
    • 9th - Superspeed (Haste), Repelling Barrier
    • 13th - Agile Physiology, Dimension Door
    • 17th - TBD
     
    Overclock Sym-Tech
    Superheated Weapon
    As an action, you can overclock your sym-tech to intensely heat one melee weapon that you are holding. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already considered sym-tech, it becomes sym-tech for the duration.   You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.   Target Lock
    As a bonus action, you can overclock your sym-tech to be able to obtain a targeting lock against a creature you can see within 10 feet of you. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.  
    Opportunist
    By 7th level, your preternatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.  
    Target of Opportunity
    Starting at 15th level, the your sym-tech provides you with even more advantages against a creature that is currently under the effects of your Target Lock. When a creature under the effect of your Target Lock makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.  
    Jetpack
    At 20th level, you can temporarily activate a sym-tech jetpack on your armor. For 1 hour, you gain the following benefits:  
  • You gain a flying speed of 60 feet using your jetpack.
  • While flying 10 feet or less above the ground, creatures below you within a 5-foot radius are within range of your jetpack's exhaust. The first time any enemy creature enters this exhaust region or starts its turn there during a battle, the creature must succeed on a Constitution saving throw. On a failure, it takes 2d8 fire damage, on a success it takes half damage.
  • Once you use this feature, you can't use it again until you finish a long rest.  

    Obfuscatech

    Geared to confuse, misdirect, and disorient opponents.
    Specialty Powers
    Accessible at Specified Heavy Level
    • 3rd - Command, Frosty Retribution
    • 5th - Invisibility, Quantum Uncertainty Field
    • 9th - Hard-light Guardians, Superspeed (Haste)
    • 13th - Confusion, Greater Invisibility
    • 17th - Dominate Person, Expand Space
     
    Overclock Sym-Tech
    Holographic Duplicate
    As an action, you can overclock your sym-tech to create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a power). The hologram appears in an unoccupied space of your choice that you can see within 30 feet of you. The hologram looks exactly like you; it is silent; it is your size, is insubstantial, and doesn’t occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the hologram up to 30 feet to a space you can see, but the hologram must remain within 120 feet of you.   For the duration, you can use powers as though you were in the hologram’s space, but you must use your own senses. Additionally, when both you and your hologram are within 5 feet of a creature that can see the hologram, you have advantage on attack rolls against that creature, given how uncanny the hologram is.   Remote Control
    As an action, you can overclock your sym-tech to attempt to remotely hack into one robot or synthetic construct you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Overclock Sym-Tech option again. A robot or synthetic construct whose challenge rating is equal to or greater than your Heavy level is immune to this effect.  
    Zone of Treachery
    Starting at 7th level, your sym-tech emanates an psychologically manipulative field that causes confusion and discord amongst your enemies, giving you the following benefits.   Cull the Herd
    You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it.   Treacherous Strike
    If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. You can use this ability three times, and regain expended uses of it when you finish a short or long rest.  
    Telekinetic Rebuke
    At 15th level, your sym-tech responds to certain actions against you or your allies. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.  
    Master of Misdirection
    At 20th level, your sym-tech grants you even more abilities to confuse and gain advantages on the battle field. As an action, you can activate this feature to gain the following benefits for 1 minute:  
    • You are invisible.
    • If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your power save DC) or you control its next action, provided that you aren’t incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed.
    • If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your Heavy level.
    Once you use this feature, you can’t use it again until you finish a long rest.  

    Meditech

    Geared to enhance protection and healing for yourself and your allies.
    Specialty Powers
    Accessible at Specified Heavy Level
    • 3rd - Cure Wounds, Vortex Shield
    • 5th - Enhance Ability, Stem Cell Darts
    • 9th - Drug Cocktail, Parasitic Touch
    • 13th - Field of Optimal Immune Response, Thermal Shield
    • 17th - TBD
     
    Overclock Sym-Tech
    Healing Pellets
    As a bonus action, you overclock your sym-tech to generate gel pellets packed with healing chemicals and proteins that you shoot out towards wounded allies within range. Each creature of your choice that you can see within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.   Metabolic Smite
    Immediately after you deal damage to a creature with your Nuclear Smite feature, you can overclock your sym-tech as a bonus action to convert excess radioactivity into metabolic energy instead. Your sym-tech can distribute this metabolic energy as temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.  
    Protective Biological Entanglement
    Starting at 7th level, when a creature within 10 feet of you takes damage, you can use your reaction to create a quantum entangled link between yourself and the other creature. This link allows you to substitute your own health for that of the target creature, causing that creature not to take the damage but instead, you take the damage. This damage to you can't be reduced or prevented in any way.  
    Emergency Stimpack
    Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.  
    Will of Iron
    At 20th level, your sym-tech amplifies your naturally impressive mental fortitude and will to survive and even extends these benefits to nearby allies. You can use your action to gain the following benefits for 1 hour:  
    • You have resistance to psychic, cold, and fire damage.
    • Your allies have advantage on death saving throws while within 30 feet of you.
    • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
    This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.  

    Officertech

    Geared for military officers to enhance their ability to inspire and enhance their squad's performance as well as tactically disrupt their enemies.
    Specialty Powers
    Accessible at Specified Heavy Level
    • 3rd - Compelled Duel, Extradimensional Pulse
    • 5th - Entangled Reflexes, Pass Without Trace
    • 9th - Counter Power, Slow
    • 13th - Compulsion, Hallucinatory Terrain
    • 17th - TBD
     
    Overclock Sym-Tech
    Draw Aggro
    As a bonus action, you shout an offensive or insulting phrase and overclock your sym-tech to emit a pulse that mentally compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.   Sonic Repeller
    Overclock your sym-tech to target up to two creatures that can hear within 30 feet of you and use an action to emit a focused sonic beam towards them that is extremely painful. These creatures must make a Constitution saving throw and on a failed save, the creature is turned for 1 minute or until it takes damage as it tries to run away from the painful sound. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.  
    Zone of Awareness
    At 7th level, your sym-tech emits a field that boosts the sensory inputs of both yourself and creatures near you while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.   At 18th level, the range of this zone increases to 30 feet.  
    Layered Armor
    At 15th level, your sym-tech further augments your armor such that you gain resistance to bludgeoning, piercing, and slashing damage from non-symbiotic weapons.  
    Bio-Hacker: Quickened
    At 20th level, you learn how to directly plug into your sym-tech to enhance your biological systems. Using your action, you boost your metabolism and natural healing to unnatural levels and your perception of time seems to slow allowing for quicker and more precise actions. For 1 minute, you gain the following benefits:  
    • At the start of each of your turns, you regain 10 hit points.
    • Whenever you use a Heavy power that has an activation time of 1 action, you can use it as a bonus action instead.
    • Enemy creatures within 10 feet of you have disadvantage on saving throws against your Heavy powers and Overclock Sym-Tech options.
    Once you use this feature, you can't use it again until you finish a long rest.  

    Hackertech

    Geared to enhance your abilities to re-program conventional technology, decrypt and/or analyze information, and further debug and upgrade some aspects of reality.
    Specialty Powers
    Accessible at Specified Heavy Level
    • 3rd - Comprehend Languages, Identify
    • 5th - Infrared Vision, Thread of Spacetime
    • 9th - Symbiotic Mine, Wormhole Spycam
    • 13th - Greater Holographic Guardian, System Shock
    • 17th - TBD
     
    Overclock Sym-Tech
    Augmented Athleticism
    As a bonus action, you can overclock your sym-tech to enhance your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).   Override CPU
    As an action, you can cverclock your sym-tech to configure and send out pulses of electromagnetic energy. Each robot or synthetic construct within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.   A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.  
    Zone of Reality
    Your hacker tech requires the universe to mostly be functioning within normal limits to be effective. Beginning at 7th level, your sym-tech emits a field that stabilizes reality around you such that you and friendly creatures within 10 feet of you have resistance to damage from symbiotic powers.   At 18th level, the range of this zone increases to 30 feet.  
    Projected Shield
    When you reach 15th level, you can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to project a hard-light force field grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +l). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.   You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.  
    Bio-Hacker: Strengthened
    At 20th level, you learn how to directly plug into your sym-tech to enhance your biological systems. Using your action, you enhance all aspects of your muscular system's performance. For 1 minute, you gain the following benefits:  
  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
  • Once you use this feature, you can’t use it again until you finish a long rest.

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