Name: Razer
HP: 311
Walking Speed: 30 ft
Armor Class: 10
Hit Dice: 1D10
Class: Fighter: Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it definitely in the face.
Subclass: Dark Knight FF X-2: Dark Knights are not evil by nature. They are Knights by nature, and are still bound by a path of righteousness. Dark Knight's seek to maintain order within the realm, by fighting for one side; the living. You are equipped with powerful skills as you level, but they'll require you to expend spell slots to use them.
Level: 20
EXP: ?
Race: Humanoid.
Background: None.
Alignment: Lawful Good.
Bonus Proficiency: +6
Age: Unknown
Mana Points: 12
-Stats-
Strength: 2 + 1 + 15 + 2 + 1 = 21
-Modifier: +5
-Saving Throw: +5
Intelligence: 8
-Modifier: -1
-Saving Throw: -1
Charisma: 8
-Modifier: -1
-Saving Throw: -1
Dexterity: 14 + 2 + 2 + 1 + 1 = 20
-Modifier: +5
-Saving Throw: +5
Constitution: 15 + 2 + 1 = 17
-Modifier: +3
-Saving Throw: +3
Wisdom: 15 + 1 = 16
-Modifier: +3
-Saving Throw: +3
Skills-
Athletics(Strength): +5
Acrobatics(Dexterity): +5
Sleight of Hand(Dexterity): +5
Stealth(Dexterity): +5
Arcana(Intelligence): -1
History(Intelligence): -1
Investigation(Intelligence): -1
Nature(Intelligence): -1
Religion(Intelligence): -1
Animal Handling(Wisdom): +3
Insight(Wisdom): +3
Medicine(Wisdom): +3
Perception(Wisdom): +3
Survival(Wisdom): +3
Deception(Charisma): -1
Intimidation(Charisma): -1
Performance(Charisma): -1
Persuasion(Charisma): -1
-Features-
*Race*
-Cybertronian-
—Ability Score Increase: Your Strength score increases by 2.
—Age: Cybertronians are very, very old. They mature immediately upon being built and can live for an unspecified amount of time
—Alignment: Autobots are almost always lawful, and decepticons are almost always chaotic.
—Size: You are between 10 and 15 feet tall. Your size is Large.
—Speed: Your base walking speed is 30 feet.
—Darkvision: Most cybertronians have eyes like headlights, allowing them to see in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
—Transformation: You can change your form into that of a mount or vehicle. Most cybertronians have one form they are known for. The forms you can take depend on your subrace.
—Construct: Due to the fact that you are made of metal, you are counted as a construct instead of a humanoid. You do not need to eat, drink, breathe or sleep. To get a long rest, you only to rest for 4 hours, and you are fully aware of your surroundings as you rest.
—Languages: You can speak, read, and write Common and one other language of your choice.
—Subrace: Choose either the vehicular bot, predacon or mini-con subrace.
—Transformer: Ability Score Increase. Your Strength increases by 1.
—Transform: Choose one of the options on the table below. As an action, you can enter and exit this alternative form. All of your equipment and everything you are holding converts alongside your form, unless you cannot carry it due to weight limits. Your movement speed becomes the one below, and cannot be increased by class features. You lose all your current attack options, and it is replaced with a ranged or melee weapon attack using either your Strength or Dexterity, both your choice.
*Class*
-Fighter-
—Fighting Style: 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.
—-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.
—Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
—Action Surge: Starting at 2nd level, you can push yourself beyond your 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
—Martial Archetype: At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
—Ability Score Improvement: When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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 (Optional): Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
• Replace a fighting style you know with another fighting style available to fighters.
• If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.
—Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
—Indomitable: Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
*Subclass*
-Dark Knight FF X-2-
—Arcana: Starting at 3rd level, you gain the ability to control dark magic trough the use of your Arcana. You gain a number of magic points equal to twice your proficiency bonus, which you can use to use your Arcana Abilities.
You start by knowing one such ability: Drain, described at the end of this archetype description, and learn more as you gain levels in this class. You know all abilities in which you attend the prerequisite. Some abilities mimic the effects of spells. When you cast those spells, Constitution is your spellcasting ability.
Once you use an magic point, it is lost until you finish a short or a long rest.
If an ability requires a saving throw to avoid its effects, it is calculated as follows: DC 8 + your proficiency bonus + your Constitution modifier.
—Darkness: Also at 7th level, you gain the ability to sacrifice your own vitality to destroy your enemies. When you hit a creature with a melee weapon attack, you can choose to lose a number of hit points, up to five times your proficiency bonus.
You cause additional damage equal to 1d8 for each five hit points spent in this manner. This hit point loss can't be prevented by any means. The additional damage caused is necrotic.
—Black Sky: At 10th level, you can summon dark comets from the sky, causing them to rain down upon your enemies. As an action, choose a point in the ground you can see within 120 feet. All creatures in a 20-foot radius from the chosen point must succeed on a Dexterity saving throw, or take 1d6 necrotic damage and 1d6 bludgeoning damage.
You must be outdoors in order to use black sky.
—Charon: At 15th level, you gain the ability to sacrifice yourself to deliver a devastating blow against an enemy. Once per turn when you hit a creature, you can attempt to use Charon against it. Force the creature to make a Constitution saving throw against your spell save DC.
On a successful save, the creature loses 10d10 hit points, a loss that can't be prevented by any means. On a failure, the target is reduced to 0 hit points. You suffer the same effects suffered by the target.
—Darkness Embrace: At 18th level, you are immune to the charmed, poisoned, petrified conditions. You are also immune to curses and to any effect that would instantly kill you.
-Dark Knight FF X-2 Abilities-
—Drain (2 MP): As a bonus action, you can touch a creature. The creature loses 3 hit points, while you regain the same amount. You can spend additional MP, increasing the hit point drainage by 3 for each point spent.
—Demi (3 MP): As an action, choose up to three creatures you can see within 60 feet. Those creatures hit points current and maximum are reduced by 5 for the next hour.
—Bio (3 MP): As an action, you force all creatures in a 10-foot radius must succeed on a Constitution saving throw, or be poisoned until the end of your next turn.
—Improved Drain (5 MP): You cast vampiric touch.
—Improved Black Sky (5 MP): You cause 4d6 bludgeoning and 4d6 necrotic damage with black sky, instead of the normal damage, when you use black sky.
—Confuse (6 MP): You cast confusion.
—Doom (7 MP): As an action, you place a death mark upon a creature you can see within 60 feet. The target must succeed on a Constitution saving throw. On a failed save, that creature will die within a number of rounds equal to its Constitution modifier.
Dispel magic and remove curse end this effect on the creature.
—Improved Bio (7 MP): You cast cloudkill
—Break (9 MP): You cast flesh to stone.
—Death (9 MP): You cast harm
*Feat*
-Free-
—Deployer: You've tamed a one of the many animals that live on cybertron or built a pet/comrade in your spare time
• You gain a companion of a CR 1/4 your level (rounded down) but the creature must be a size step lower than you (ex. Large size deployer must have a medium size deploved)
You can have up to 3 creature companions and it takes a bonus action to deploy each one. These creatures gain the construct tag.
—Deployer Master: You can keep up to your Prof bonus of companions and can now have companions CR be equal to your level
—Firecon/Monsterbot: As a cybertronian you've undergone a mutation not many get to experience. A malfunction or evolution in your spark has caused your alternate form to be able to spew goats of scalding fire. As an action you can spew a 30ft add 15ft per size increase cone of fire dealing 3d6 fire damage adding a d6 every asi level.
—Hammerspace: Your carry capacity for people and items is deceptively gargantuan especially when transformed
• +1 to Str and Con
• When in your alternate form you can count as 3x your size for carry capacity and for transportation
• You count as 2x your size for carry capacity in robot form
—Micromaster: You've been upgraded with an atomic minimizer allowing you to change size while transforming
• Your Dexterity score increases by 1, to a maximum of 20.
• You gain a new form, which you can use as per the Transform trait. This form takes the appearance of any object smaller than your size, preventing you from taking actions and moving while in this form. To the untrained eye, you are unmistakable from the object you wish to resemble. A creature must make a Wisdom (Perception) check with a DC of your Charisma score + your stealth modifier in order to discover otherwise.
-Lue-
—Pretender: You've been upgraded with an area terrain analyzer in your optics unit.
• Your Dexterity score increases by 1, to a maximum of 20.
• As an action, you may scan a non-organic object of your size(or a size you can become) that you can clearly see. For the next hour, you may become identical to this object, as per the Transform trait. In this form, you cannot move or take actions other than to Transform out of that form. To the untrained eye, you are unmistakable from the object you wish to resemble. A creature must make a Wisdom (Perception) check with a DC of your Charisma score + your stealth modifier in order to discover otherwise.
—Throttlebot: Your T-cog has undergone an upgrade, with an extra slick coat of slythraxian lubricant.
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• Your Dexterity score increases by 1, to a maximum of 20.
• Once per turn, you may Transform as a free action.
—Triple Changer: You've unlocked another form
• One of your ability scores increases by 1, to a maximum of 20.
• Choose a second option from the table listed under the Transform trait. You transform into this as well.
-Languages-
*Common.
*Deep Speech.
-Proficiency-
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Acrobatics, Athletics,
-Immunity-
*Charmed.
*Poisoned Condition.
*Petrified.
*Instant Death Effects.
