RUINER (5e Subclass)

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RUINER

Fighter Subclass

KILL BOSS

The message echoed through the masked human's mind. He dashes down the hallways, alarms blaring. Combat approached. The stomping boots of dozens upon dozens of guards was quickly accentuated by the storm of machine gun fire, the flashes blinding. The human dodged between cover and lead effortlessly, pipe in hand, emotionless as the mask he wore. The screams of firearms were quickly substituted for those of fear, the man blinking from guard to guard, breaking uncountable ribs and skulls. The crunch of meat and metal soon subsided, the alarm taking over once again. One last guard, bleeding out, attempting to crawl away, reached for the closest thing resembling a weapon, as his vision fading. The improvised club quickly and effectively stopped this last attempt. The room was dead.

KILL BOSS

His job was not done. He kept moving.

A RUINER is an incredibly capable super soldier, heavily modified and armed to the teeth. Capable of incredibly swift movement, rapid reactions to attacks, and swift death, they are feared and respected wherever they go.

Cybernetic Enhancements

A RUINER is a heavily enhanced individual, improved by cybernetics. Almost every RUINER has incredibly personalized capabilities, allowing them to capitalize on their own strengths, leading every RUINER to only share a similarity in the form of the title.

You have a number of enhancements, ranging from tiers 1 to 5. At 3rd level, you gain two 1st tier enhancements. At 7th, 10th, 15th, and 18th, you gain a 2nd, 3rd, 4th, and 5th tier enhancement respectively. When you gain this enhancement, you can choose from anything at or below the same tier, if you have all prerequisites. When you gain another fighter level, you can exchange one of these enhancements for another appropriate one.

Soldier's Knowledge

If a warrior knows nothing out of combat, they are nothing out of combat. Starting at 10th level, choose two skills, languages, or tools. You gain proficiency with these.

1st Tier

Dash. You can use 10 feet of movement to move 15 feet in line. During the first 10 feet of this movement, you cannot be targeted by attacks of opportunity.

Quickdraw. You can draw or stow up to two weapons when you roll initiative and whenever you take an action on your turn.

Active Camouflage. If you have not been seen, or taken the Dash or Attack action in the past minute, you can choose to enter camouflage as a bonus action. While camouflaged, you are considered heavily obscured. This ends if you move more than 20 feet in a round, take damage, or take the Dash or Attack actions.

Versatility. You can choose to use either your Dexterity or Strength modifier when making attacks with a weapon that aren't melee weapons with the Heavy property.

Enhanced Strikes. Your unarmed attacks instead deal 1d6 + your choice of either your Strength or Dexterity modifier damage. The damage type is your choice of Bludgeoning, Piercing, or Slashing.

Built-In Shielding. You have a pool of hitpoints equal to 5 x your Proficiency modifier. As a reaction to taking damage, you can instead have the pool take damage equal to what you would take. You regain half of the hitpoints in this pool, rounded down, on a short rest, and every hitpoint on a long rest.

Overload. As a bonus action, you can activate Overload for one minute. While Overload is active, your walking speed increases by 10 feet, and your attacks deal an extra 2 damage on a hit. You can do this twice, regaining one use on a short rest and both on a long rest.

Psion Link. You have telepathy at a range of 60 feet. When you use this form of telepathy to communicate with an ally, they can respond telepathically too.

Steady Hands. If you have not moved on your turn, you can use an action to take a more accurate shot. If you have not moved since taking the action, your next ranged attack does not have disadvantage when attacking at long range.

Pain Inhibitors. You do not fall unconscious after reaching 0 hitpoints. Instead, you now fall unconscious at -10. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points.

2nd Tier

Enhanced Awareness. You add your Dexterity modifier to Perception checks and Passive Perception, and you instead add twice your Dexterity modifier to Initiative rolls.

Cognitive Enhancement. Choose 2 skills you are not already proficient in, you are now proficient in those skills. Additionally, choose one skill you are proficient in. You add twice your proficiency modifier to this skill.

3rd Tier

Executioner. When a creature within 15 feet is both below their maximum hitpoints, your fighter level in hitpoints, and is currently under the prone and/or stunned condition, you can use your action to execute them. Doing so moves you next to them, and they instantly die. After executing an enemy, you gain 2d6 temporary hitpoints, and your movement speed increases by 15 feet until the end of your next turn.

Slowdown. As a bonus action, you can massively slow down your perception of time. Until the end of your next turn, your Dexterity modifier increases by 2. You can do this once, and regain the use after a long rest.

Ghost Hack. You can cast Dominate Person once, and regain the use after a long rest. Intelligence is your spellcasting modifier for this spell.

Grafted Plating. Your Armor Class increases by 1. As an action, you can increase this bonus to 2 for one minute, but during this time your movement speed decreases by 10 feet. You can do this twice, regaining both uses on a long rest.

4th Tier

Hyperreactive. Prerequisites: Enhanced Awareness, Dash. When you are targeted by an attack and have not used Dash more than 3 times on your turn, you can use your reaction to dash out of the way. You move 15 feet in a line, in any direction. If the attack can no longer target you, the attack is wasted, but if it still can, it now has disadvantage. You can do this twice, and regain all uses on a long rest.

Blink. Prerequisites: Active Camoflauge, Dash. After using Dash, you can choose to immediately become camoflauged. You can do this twice, regaining both uses on a short rest.

Built-in Weaponry. Prerequisites: Enhanced Strikes. Your unarmed attacks now deal 1d8 damage. Additionally, choose one damage type that isn't Radiant, Necrotic, or Force. It now deals this damage type. When you level up, you can choose to change this damage type.

Power Sap. Prerequisites: Overload, one other subclass feature that recharges on a short rest. When you deal at least 70 total damage while in Overload, you can choose one feature(that isn't Overload) that recharges on a short rest. After Overload ends, you regain one use for that feature.

5th Tier

Where Heaven Falls. Prerequisite: Executioner. You can execute an enemy without using your action, however, this decreases the amount of attacks you can make using an attack action by two, until the end of your turn. You cannot do this if you don't have at least 2 attacks left.

Redundancies. Prerequisites: Built-in Shielding, Grafted Plating. When the pool of hitpoints from Built-In Shielding takes damage, treat it as if you have resistance to Bludgeoning, Piercing, and Slashing damage. Additionally, when you still have hitpoints remaining in said pool, you have resistance to Acid, Fire and Lightning.


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