User:Donglesplonge/sandbox

The Fractured
a human enters a seedy tavern in the underbelly of a corrupt town, before he can pick out the table he's looking for he's struck down by a tiefling hidden behind the counter. before the guards have time to react the tiefling is already on his way out of the skyline window and disappeared from view, they think a random act of violence before being scared half to death as the humans corpse begins to violently twitch and shake, seemingly coming back to life to simply sigh and check his chest, finding out that one of his inserted metal plates was cracked from the attack. a dwarven engineer stumbles into a cavern, heavily intoxicated from a long night of tinkering with his creations and drinking, an ogre chieftain steps out from the shadows attempting to take his arm off with a surprise attack, before his swing can connect the dwarfs arm begins to glow an ominous blue. the dwarf steps out of the cavern, hair standing on end with the ogres head tied to his rucksack, chuckling the whole way back to his camp.

The fractured as a group are formed from those who have lost parts of themselves doing their jobs, having been blessed by a deity for their sacrifices with a power unimaginable to others. The fractured tend to take their time making sure they can readily deal with any threat to themselves or others they deem in need of protection, using a versatile mixture of technology compounded with magical influences from their blessing.

Creating The Fractured
begin to think on why your character was accepted under the blessing of your deity in order to take on this newfound power, did they get into a horrible accident to save someone elses life, showing their compassion, or were they experimented and broken down over time, having themselves become part of a sacrificial pact with a dark god? does your character believe they are worthy of what they wield, or do they see it as an opportunity to test on something new.

Quick Build
you can quickly build the fractured from the following suggestions. First, constitution should be your highest score, followed up by either strength or dexterity, depending on whether you wish to use the more melee focused or ranged focused augments, intelligence should be your third highest score. then, choose the guild artisan background. Finally, choose the leather armor, explorers pack, and tinkerers tools.

Class Features
As The fractured you gain the following class features.

Hit Points
 hit dice:  1d8 per fractured level

hit points at 1st Level:  8 + constitution modifier

hit points at higher level: 1d8 (or 5) + constitution modifier per fractured level after 1st

Proficiencies
 Armor:  light armor

weapons: unarmed strikes

tools: Prosthesis Acclimation Device (P.A.D.)

saving throws: constitution, strength

Skills: choose three between acrobatics, arcana, athletics, investigation, stealth, survival, and perception.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:


 * (a) leather armor or (b) padded armor
 * (a) explorers kit or (b) scholars kit
 * (a) longsword or (b) any melee martial weapon
 * if your campaign has starting wealth, 2d4x10 gp

unarmored defense
beginning at your 1st level, your flesh has been torn and destroyed many times, re-growing in an odd and unnatural fashion. your unarmored AC equals 10 + constitution modifier + proficiency bonus.

disarmed fighter
beginning at your 1st level, a blessing from a higher power grants you strength in return for your suffering. whenever you take damage in combat, increase the damage of your next unarmed strike by a dice level, 1d4 to a 1d6, 1d6 to a 1d8, etc., this bonus can stack up to a maximum of 1d12. at level 11, increase your unarmed strike damage to a 2d4, and increase the stacking bonus to 2 dice instead of 1.

knowledge of the broken
starting at level 2, you have learned how to successfully augment your limbs, giving you access to a list of bonuses and abilities that can be claimed using points, your total points cannot exceed more than your point value, dictated by the augment points on the level chart, augmenting your limb can only happen during a long rest. Augmenting a limb is an extremely fine and meticulous process, and as such you cannot augment a limb if you are suffering from an inability to concentrate, such as from a madness or a spell effect.

Prosthetics
the prosthetics created from the P.A.D. are complex creations in their own right, however simple they may look, you can have 2 prosthetic arms and 2 prosthetic legs at a time, regardless of however many arms or legs you actually have, you can carry any amount of prosthetic arms and legs, but you may only have 2 of each equipped at a time. any and all upgrades applied to prosthetics are innate unless specified, only manifesting when the user wills them to manifest, and only working should the user want them to, as complex as they can be, they don’t show it usually, you can decide how your prosthetic looks, reforming it to mimic the looks of any material you have come across, however much reforming you do to make it look as you please, it cannot fully mimic the looks of a normal limb, always displaying some form of augmentation, such as wires jutting out of the skin, metal plates visible across patches of the arm, etc. all prosthetic upgrades are considered to be weightless regardless of how heavy one may believe they are, taking from the fact that they are pure energy shaped into creation via your P.A.D.. your limbs do not grow in size to contain new augments unless you wish them to, the P.A.D. creating a subspace within the limb storing the parts and pieces necessary until they’re required for use.

Prosthesis Acclimation Device (P.A.D.)
your unfortunate loss was not without a boon in knowledge, you have gained the ability to craft the prosthesis acclimation device, otherwise known as P.A.D. For short, this device allows you to modify or otherwise augment your prosthetic limb to become something more, whether through the redirection of stem cell growth, mechanical improvements and tweaks, magical energy redirection, or what have you. Crafting a prosthesis requires only time sourcing materials through the P.A.D., allowing you to gain certain benefits and abilities, Your P.A.D. will be required to progress in your levels, if you somehow lose or have your P.A.D. destroyed, you may ask an artificer to make one using any gemstone worth 500 gp or more, a bag of holding, and 3 arcane focus crystals, requiring your guidance to help create it over a long rest. You can only benefit from one prosthesis at a time (changes at level 19), as too many active at once would cause an imbalance in your body from the surge of pure energies, killing you, this does not mean you cannot have multiple prosthetics, but you simply cannot have more than one ability set active from them, you can swap to another prosthetics ability set during a short rest.

efficient designs
starting at level 3, you have started to surmount your knowledge into real tangible designs beyond what normal people could come up with, and as such must choose a path to walk, choose between fleshmonger, pact of the magi, geardriver, and teachings of the primordial, all detailed at the end of the class description, along with their special augments. These classes gain bonuses at 6th, 9th, 13th, 17th and 20th level.

slipstream standard
some replacement rods and slack joints really helped to iron out the difficulty moving, when you reach level 5, you can attack twice instead of once whenever you take an attack action on your turn.

flux infusion
tinkering with the P.A.D. has allowed you to find a way to mount and implant magic gems into your prosthetic, starting at level 7, your attacks now count as magical for the purposes of overcoming resistances and immunities.

deficiency compensation
your appendage begins to reinforce itself to compensate for greater and stronger hazards, starting at the 10th level, you gain a +2 to AC, and any effect that increases you or your companions armor class has +1 AC added to its total increase.

difficult diodes
after having decided that you would rather keep people down than up when required, you’ve added in some more complex bits and pieces to help amplify the effects of your attacks, starting at your 11th level, whenever you roll the fractured DC, add half your proficiency bonus, rounded down to the roll.

sentient subroutines
an intelligent entity begins to house itself within your prosthetic, warning you of things to come, beginning at your 14th level, you can no longer be surprised, and whenever you roll initiative, add +3 to your initiative total.

testament to creation
you’ve made great strides to improve the equipment you use, and it's finally paid off, starting at level 15, all point costs for prosthetic upgrades are lowered by 2.

masterful craftsmanship
leaps and bounds have been made in your study into the unwieldy and dangerous forces that live within the P.A.D., granting you knowledge on how to apply these benefits towards more than just yourself, starting at the 18th level, during a long rest, you may tinker with a piece of armor, roll a DC 10 + intelligence bonus + proficiency bonus arcana check, if a failure, you severely damage the armor, lowering its AC permanently by 2 and fail to apply the necessary upgrade, if successful, you can choose one ability from the P.A.D. to add to it as if it were a limb, this does not count towards your point total, and does not count towards your number of limbs active, light armor may have a level 1 ability added onto it, medium armor may have a level 2 ability added to it, and heavy armor may have a level 3 ability added to it.

United as One
your appendages have been fully attuned your body, granting you immense control and unparalleled power, beginning at level 19, any attacks you make involving your prosthetics and their combat augments roll with advantage, and score a critical from 19-20, you may also now have two appendages ability sets active at once, receiving bonuses from both ability sets, as your body can handle the stressful energy cycles better.