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    Titan in the Playground

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    May 2016
    Corvallis, OR

    Default Re: D&D 5e Subclass Contest I: It's Technical

    The Clockwork Warframe
    A fighter archetype

    Clockwork Warframes
    A Fighter Archetype

    The first Clockwork Warframes were created by gnomish artisans, desperate to make up for their race's small stature in conflicts with much larger foes. They produced powered exoskeletons for their warriors and trained them in their use. After many failures and training injuries, an elite corps of Warframes were born.

    Since then the secret has leaked out and a few non-gnomes have successfully constructed exoskeletons of their own and become accomplished in their use. These are the Clockwork Warframes. These warriors spend the bulk of their time inside their heavily customized exoskeletons, living and fighting with the help of the gears, springs, and pneumatic framework. They are also responsible for maintenance and upgrades; as a result they become accomplished tinkerers and gadgeteers. Every Warframe's exoskeleton is unique and only usable by that one person.

    The framework has attachment points for armor and does not replace the armor. It can be donned and doffed concurrently with armor, and you can sleep in it without penalty.

    Augmented Strength
    When you choose this archetype at 3rd level, you have finished the basic framework of your exoskeleton. This frame provides significantly increased strength and stability. When you wield a weapon with the Versatile trait in one hand, you use the same damage die as if you were wielding it in two hands.

    In addition, y
    You can attempt a grapple or shove against creatures up to two sizes larger than you. Your carrying capacity doubles, and you ignore the Heavy property of weapons entirely.

    Gadgeteer's Tools
    When you choose this archetype at 3rd level, you gain proficiency in two artisan's tools of your choice from the following list: Jeweler's tools, Smith's tools, Tinker's tools, and Woodcarver's tools.

    When you make an ability check to know more about machinery or constructs or to use or to repair machines or constructs and would add your proficiency bonus, you can add double your proficiency bonus instead.

    Bond Breaker
    By the time you reach 7th level, you have completely adapted to your exoskeleton and have learned how to leverage its strength. You can add double your proficiency bonus to any Strength check made to escape a grapple, break free from a restraint, force open a locked door or container, or break through obstructions.
    In addition, you ignore difficult terrain due to heavy plant growth, webs, or other effects that would require a Strength saving throw to avoid.

    Weaponized Exoskeleton
    By the time you reach 10th level, you have completed a significant upgrade to your exoskeleton. Choose one of the options below:

    Sweeping Strike: You have upgraded the arms of your suit, letting you scythe through enemies. Once per turn when you take the Attack action with a melee weapon, you can perform a sweeping strike instead of one of your regular attacks. Choose a 180 degree arc and make an attack roll; all targets in that arc within the reach of your weapon that would be hit by that attack roll take damage as if they were struck by the weapon normally.

    Death from Above: You have upgraded the legs of your suit, enabling potent leaping attacks. When you fall at least 10 feet onto another creature and make a successful weapon attack against it, the target must make a Strength saving throw or be knocked prone and be pushed 5 feet in a direction of your choosing. If the target fails the saving throw, you can use a bonus action to make one additional weapon attack against it. You land adjacent to the target whether it succeeds or fails the saving throw.

    If you would have taken falling damage, you take none and the target takes the whole amount as additional damage whether or not it failed the save.

    Defensive Augmentation
    By the time you reach 15th level, you have completed a second significant upgrade. Choose one of the options below:

    Turn the Blow: You have strengthened the arms of the suit to let you deflect melee attacks against you. When another creature hits you with a melee weapon attack, you can make an attack roll as a reaction. If your total result is higher than the triggering attack, you successfully deflect the attack. If you roll a critical hit, the force of the parry unbalances the opponent and the next attack against them has advantage.

    Deflecting blows strains the mechanism--once you successfully deflect an attack twice in this way, you must complete maintenance during a long or short rest before you can use it again.

    Burst of Speed: You have improved the legs, increasing your movement speed and jumping capability. Your movement increases by 10 feet, and you can use a bonus action to Dash.

    Additionally, your jump distance doubles and you are always treated as if you had a running start when jumping.

    Stabilizing Frame
    Beginning at 18th level, the torso portion of your exoskeleton has been augmented to provide medical treatment to keep you in the fight longer. At the beginning of each of your turns, you regain hit points equal to your Constitution modifier (minimum 1) if you have no more than half of your hit points left and are not incapacitated.

    When you are reduced to zero hit points, you can discharge a massive burst of healing serum, returning you to one-quarter of your maximum health. Once this portion of the effect triggers, you must complete a long rest before you can use it again.

    Spoiler: Design notes and summary:

    Inspiration: The idea for this archetype came from a full base class I wrote (available here (Google Doc)), plus thinking about gnomes. Rock gnomes are the tinkering types, and need something to help them fight much bigger foes. I'm also amused by the thought of tiny gnomes wielding big weapons and standing up to bigger foes. The sight of gnome tanks in WoW always made me smile.

    The abilities are inspired by that base class, but have been modified from there to fit the very different needs of a fighter.

    Level 3 ability: The idea is that you'd use a versatile weapon and a shield, gaining a slightly larger weapon die. Not a big effect. Or, if you're small, you can use big weapons normally. You can also grapple/shove bigger things (this stacks with size-increases like enlarge/reduce.

    Level 7 ability: Modeled after Remarkable Athlete, this is both more powerful and more focused, in part because Remarkable Athlete is generally considered to be weak.

    Level 10 ability: An offensive active ability. Either a 180 degree cleave or a jumping attack with save or prone/push.

    Level 15 ability: A defensive ability. Either a limited-use reaction-base melee deflection or a passive speed/jump boost + bonus action dash.

    Level 18 ability: A version of Survivor (the Champion ability), this one heals for less normally (CON mod instead of 5+CON mod) but can bring you up from 0 to 1/4 health once per long rest.

    Edit: Modified some abilities per feedback. Deletions struck out, additions in green.
    Last edited by PhoenixPhyre; 2018-06-12 at 07:20 AM.
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