PDA

View Full Version : D&D 5e/Next Mega Man Class



JNAProductions
2019-04-18, 07:40 PM
HIT POINTS
Hit Dice: 1d10
Hit Points at 1st Level: 10+Con Mod
Hit Points at Higher Levels: 1d10 (6)+Con Mod

PROFICIENCIES
Armor: Light and Medium Armor
Weapons: Simple weapons
Tools: Tinker's Tools

Saving Throws: Dexterity and Intelligence
Skills: Choose two from Athletics, Acrobatics, Arcana, History, Investigation, Insight, and Perception.

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any two simple weapons (with two extra copies if thrown, or 20 pieces of ammo if ammo is required)
-Any pack
-(a) Leather armor or (b) Scale Mail

Mega Man


Level
Proficiency Bonus
Features
Weapons
Armors


1st
+2
Buster, Integrated Armor, Dash
-
-


2nd
+2
Subclass, Weapon
1
-


3rd
+2
Armor
1
1


4th
+2
Ability Score Improvement
1
1


5th
+3
Extra Attack
2
1


6th
+3
Subclass Feature
2
1


7th
+3
-
2
2


8th
+3
Ability Score Improvement
3
2


9th
+4
Quick Switch
3
2


10th
+4
Subclass Feature
3
2


11th
+4
-
4
3


12th
+4
Ability Score Improvement
4
3


13th
+5
Quick Recharge
4
3


14th
+5
Subclass Feature
5
3


15th
+5
-
5
4


16th
+5
Ability Score Improvement
5
4


17th
+6
Instant Switch
6
4


18th
+6
Subclass Feature
6
4


19th
+6
Ability Score Improvement
6
5


20th
+6
Overload
7
5



Buster
At level one, you gain a Buster-a potent arm cannon with infinite ammunition. This is a ranged weapon that deals 1d10 force damage with a range of 100'/400'. Due to it being literally attached to your arm, it is impossible to disarmed of this weapon without griveous injury to yourself-however, you may shift your gun arm freely between Buster mode and a regular hand.

Integrated Armor
At level one, you also gain the ability to integrate armor into yourself. Over the course of any rest, you may add armor to yourself. Wearing or retracting the armor is merely a bonus action, but otherwise, the armor functions as normal.

Dash
At level one, your last ability is that you may Dash as a bonus action.

Subclass
At level two, you choose whether you wish to follow the path of the Maverick, or the Maverick Hunter. You gain features from your choice at levels two, six, ten, fourteen, and eighteen.

Weapon
At level two, you also gain your first weapon equip. The various weapons are detailed below. You gain a new weapon equip every third level-so, your next is at level five, then eight, so on and so forth.

If a weapon calls for a save, the DC is 8+your proficiency modifier+your Intelligence modifier.

Armor
At level three, you gain your first set of Mega Man armor. You gain a subsequent armor at every fourth level-so, your next is at level seven, then eleven, so on and so forth. Armors scale with your level, providing new benefits as you increase in power, but you may only wear one armor at a time. Switching between armors may be done during any rest. The various armors are detailed below.

Ability Score Improvement
At levels four, eight, twelve, sixteen, and nineteen, you may increase any one stat by two, or any two stats by one. No stat may be raised beyond 20 with this.

Extra Attack
At level five, you may attack twice, instead of once, when you take the Attack action on your turn.

Quick Switch
At level nine, you may switch between armors with one minute of inactivity, rather than over a rest.

Quick Recharge
At level thirteen, you may, once per short rest, regain a single use of a weapon that has limited uses.

Instant Switch
At level seventeen, you may switch between armors as a bonus action.

Overload
At level twenty, you may, once per long rest, overload yourself. For the next minute after taking this action, you may use any weapon without expending uses (and may use a weapon even if it's out of charge) as well as having the effects of all armors you possess active at once.


Maverick

Rebel
At level two, you gain advantage on saves against being charmed.

Damaging Buster
At level six, your Buster improves to 1d12 damage.

Crack Shot
At level ten, you gain the Archery fighting style.

Siege Monster
At level fourteen, you deal double damage against all objects.

Overcharged Buster
At level eighteen, you may add half your proficiency bonus to damage rolls with your Buster.


Maverick Hunter

Hero
At level two, you gain advantage on saves against being frightened.

Safety Protocols
At level six, you may Disengage as a bonus action.

Protector Protocols
At level ten, you may, as a reaction, interpose yourself against an attack. When an ally that is adjacent to you suffers an attack, you may use your reaction to switch places and take the attack yourself.

Advanced Safety Protocols
At level fourteen, you may add half your proficiency bonus to your AC, so long as you are not wearing armor that you lack proficiency in.

Advanced Protector Protocols
At level eighteen, you may use your Protector Protocols against anyone who you can reach with your move speed, instead of only adjacent allies.


Weapons

Elemental Buster
This weapon upgrade allows you to deal fire, cold, lightning, or thunder damage with your Buster.

Advanced Elemental Buster
Requires Elemental Buster
This weapon upgrade allows you to deal any damage type with your Buster.

Shotgun Ice
Proficiency modifier times per short rest, you may shoot a bolt of fracturing ice from your Buster as an action. This causes it to deal piercing damage, and all creatures within 5' of the initial target (including the target themself) must make a Dexterity save, taking 2d6 cold damage on a failed save, or half on a success.

Storm Tornado
Proficiency modifier times per short rest, you may launch a forceful tornado as an action. All creatures in a line 60' long and 5' wide must make a Strength save, being pushed back 15' on a failed save.

Fire Wave
Proficiency modifier times per short rest, you may shoot a short-ranged wave of flames as an action. All creatures in a line 10' long and 5' wide must make a Dexterity save, taking 3d6 fire damage on a failed save, or half on a successful one.

Electric Spark
Proficiency modifier times per short rest, you may create a mobile wall of electricity. As an action, you create a 15' long and 10' high wall that immediately begins moving in a direction of your choice. It moves 45' per round until it impacts a solid object. Any creature who passes through the wall, except for yourself, takes 2d8 lightning damage on a failed Dexterity save, or half on a success.

Rolling Shield
Proficiency modifier times per short rest, you create a mobile barrier as an action. The bubble shield created provides +2 AC to yourself or a targeted ally within 30' for the next minute against ranged attacks. However, the shield immediately collapses if the target takes more than five damage from a single melee attack.

Homing Torpedo
Proficiency modifier times per short rest, when firing your Buster, you may make it a homing torpedo. You may target anyone in range, including those behind total cover, so long as there is some path that can reach them (no matter how winding it might be). This attack also ignores any bonuses to AC from cover.

Boomerang Cutter
Proficiency modifier times per short rest, you may fire a boomerang shot instead of a normal shot from your Buster. This shot deals 2d6 slashing damage. Uses of this weapon are not expended if you miss.

Chameleon Sting
Proficiency modifier times per short rest, you fire tri-pointed green beam instead of a normal shot from your Buster. This shot may target up to three creatures, though all creatures targeted must be within 30' of another target and no creature can be targeted more than once using this.


Armors

Mobility
Mobility armor is designed for maximum speed and agility. When this armor is equipped, you gain the following abilities at the indicated levels:

Fleet Of Foot
At level three, your speeds increase by 10'

Wall Jump
At level seven, you gain a climb speed equal to your land speed. In addition, you gain immunity to falling damage.

Air Dash
At level eleven, you have a fly speed equal to your land speed. However, you must end your turn on solid ground, or you fall.

Even Faster
At level fifteen, your speed increaes by a further 10'.

Freedom Of Movement
At level twenty, you are under a permanent Freedom of Movement effect.

Power
Power armor is designed for maximum strength. When this armor is equipped, you gain the following abilities at the indicated levels:

Strength Boost
At level three, your Strength score is treated as if it were 16 if it would be less.

Grappler
At level seven, you gain proficiency in Athletics. If you already have proficiency, you may instead add double your proficiency bonus. In addition, you may count as one size larger than you actually are when it'd be beneficial to you.

Strength Boost II
At level eleven, your Strength score is treated as if it were 18 if it would be less.

Health Boost
At level fifteen, you gain a single additional HP per level in this class.

Maximum Strength
At level twenty, your Strength score is treated as 20 if it would be less. In addition, if you already have a Strength score of 20 or more, your Strength is increased by 2, to a maximum of 30.

Durability
Durability armor is designed for maximum survival. When this armor is equipped, you gain the following abilities at the indicated levels:

Health Boost
At level three, you gain one additional HP per level in this class.

Stability
At level seven, you gain advantage on Strength saves.

Health Boost II
At level eleven, you gain an additional HP per level in this class.

Durability
At level fifteen, you gain advantage on any saves that cause damage to you.

Unkillable
At level twenty, so long as you have at least one HP, you regain HP equal to your proficiency modifier at the start of each of your turns.

Casting
Casting armor allows for minor spellcasting. All spellcasting is Intelligence-based for this armor. In addition, even if the armor is unequipped and reequipped, it does not recharge anything that requires a rest. When this armor is equipped, you gain the following abilities at the indicated levels:

Cantrips
At level three, you gain two cantrips from any spell list. Once chosen, these spells cannot be changed, even if you unequip the armor.

Hedge Magic
At level seven, you may cast a total of three 1st level spells from any spell list. You cannot cast the same spell twice until this ability recharges. This ability recharges on a long rest.

Journeyman Magic
At level eleven, you may cast a total of two 2nd level spells from any spell list. You cannot cast the same spell twice until this ability recharges. This ability recharges on a long rest.

Advanced Magic
At level fifteen, you may cast a total of two 3rd level spells from any spell list. You cannot cast the same spell twice until this ability recharges. This ability recharges on a long rest.

Master Magic
At level twenty, you may cast a single 4th level spell from any spell list. This ability recharges on a long rest.

Precision
Precision armor is designed to maximize the use of the Buster. When this armor is equipped, you gain the following abilities at the indicated levels:

Marksman
At level three, three-fourths cover only grants +2 to AC against you, and half cover grants no bonuses.

Deadly Aim
At level seven, you may choose to take a penalty to attack rolls equal to your proficiency modifier to gain a bonus on damage rolls equal to twice your penalty on any attack.

Master Marksman
Cover, except for total cover, no longer confers any benefits against you.

Trick Shot
At level fifteen, you may target a second creature with any Buster attack. After hitting or missing your main target, select a second target within 30'. You make the same attack against them, but with disadvantage. If you already had disadvantage on the main attack, you may not perform a Trick Shot.

Unerring Aim
At level twenty, you ignore the first source of disadvantage on any attack you make.

Crisis21
2019-04-18, 07:55 PM
Initial reaction: YES! All my Yes.

Glancing reaction: References galore! I love i-...What do you mean you wind up with seven weapons instead of eight?! I call foul!

Overall impression: I wanna make subclasses for this... I'm thinking Digger (MM Legends), Hacker (Battle Network), Soldier (Proficiency in Shields :smallwink: ), Master (Yes Dr. Wily!)

JNAProductions
2019-04-18, 07:58 PM
Initial reaction: YES! All my Yes.

Glancing reaction: References galore! I love i-...What do you mean you wind up with seven weapons instead of eight?! I call foul!

Overall impression: I wanna make subclasses for this... I'm thinking Digger (MM Legends), Hacker (Battle Network), Soldier (Proficiency in Shields :smallwink: ), Master (Yes Dr. Wily!)

Eighth weapon is an Epic Boon. :P

In all seriousness, I'd much prefer more weapons and armors if you want to brew on top of my brew.

Regardless, glad you like!

Crisis21
2019-04-18, 10:50 PM
Wording change suggestion:

"Proficiency modifier times per short rest" at beginning -> "You may use this ability a number of times equal to your proficiency modifier. You regain all expended uses after a short or long rest." at the end.


New weapons. You may recognize a few. :smalltongue:


Rolling Cutter. You may throw a large circular pair of scissors as an action. The scissors travel twenty feet in a direction of your choosing the first round and every creature in their path must make a Dexterity saving throw, taking Xd6 + your Dexterity modifier slashing damage on a failure and no damage on a success. The following round, the scissors return to you and any creature in their path must repeat this saving throw. You may use this ability a number of times equal to your proficiency modifier. You regain all expended uses after a short or long rest.

Strong Arm. You may use your action to cast Bull's Strength on yourself for a duration of 1 minute x your proficiency modifier without needing a spell slot or spell components. While under the effects of this spell, you may lift and throw heavy objects as improvised ranged weapons (range 20/60) that you are proficient with. On a hit, the object deals (X+1)d6 + your Strength modifier bludgeoning damage and requires the target to make a Strength saving throw. On a failure they are knocked prone. You may use this ability once and regain its use after a short or long rest.

Ice Slasher. You may use your action to fire a razor sharp blast of ice as a ranged attack (50/150). On a hit, you deal 1d4 + your Intelligence modifier slashing damage and your target must make a Constitution saving throw, taking Xd4 cold damage on a failure and half that on a success. In addition, on a failed save, the target is frozen (stunned) for one round. You may use this ability a number of times equal to your proficiency modifier. You regain all expended uses after a short or long rest.

Hyper Bomb. You may use your action to throw a black orb up to 60 feet. After one round, this orb explodes, requiring every creature within a 20-foot radius to make a Constitution saving throw, dealing Xd8 thunder damage on a failure or half that on a success. You may use this ability a number of times equal to half your proficiency modifier, rounded down. You regain all expended uses after a short or long rest.

Fire Storm. You may use your action to fire a burst of flame as a ranged attack (50/150), dealing Xd6 + your Intelligence modifier fire damage on a hit. In addition, any creature within 5 feet of you when you use this weapon must make a Dexterity saving throw or take 1d6 fire damage. You may use this ability a number of times equal to your proficiency modifier. You regain all expended uses after a short or long rest.

Thunder Beam. You may use your action to unleash a blast of electricity covering a 5x30 foot line. All creatures in that line must make a Dexterity saving throw, taking (X+1)d8 lightning damage on a failure or half that on a success. You may use this ability a number of times equal to half your proficiency modifier, rounded down. You regain all expended uses after a short or long rest.

Glue Gun. You may use your action to make a ranged attack roll against an enemy with a range of 30/90. On a hit, the target is restrained and cannot break free until they succeed on a Strength saving throw. You may use this ability a number of times equal to your proficiency modifier. You regain all expended uses after a short or long rest.

Time Slow. You may use your action to affect a number of creatures you can see equal to or less than your proficiency modifier that are within 40 feet of each other, causing them to make a Charisma saving throw. On a failure, they are affected as if the Slow spell was cast on them, lasting a number of rounds equal to your proficiency modifier. You may use this ability once and regain its use after a short or long rest.

Oil Slider. You may use your action to cast Grease without using a spell slot or requiring spell components. You may use this ability a number of times equal to your proficiency modifier, rounded down. You regain all expended uses after a short or long rest.

Note: X is dependent upon your level. It is equal to 1 at 2nd level, 2 at 5th level, 3 at 11th level, and 4 at 17th level.

Yes, I did tweak the damage so that it scaled with level similar to cantrips.


Edit: Fixed Time Slow description after remembering Slow was still a spell in 5e. Also, suggestion on Weapon gain progression: Keep it as-is until 11th level and then let the character gain a new weapon every two levels afterwards instead of three. This will get them to the iconic eight weapons by 19th level.

Crisis21
2019-04-19, 12:17 AM
First subclass for this class, and it's a classic! :smallwink::smalltongue:



(Blue) Bomber

You were never one to be the adventuring type, but the world had other ideas. Your strengths lie less in combat and more in solving problems that lie before you, even if those problems happen to be the enemies trying to kill you and your companions.

Variable Tool System

When you choose this subclass at 2nd level, you gain proficiency in Medicine and you may choose two Artisan Tools and either Vehicles (Land) or Vehicles (Water). You become proficient in these Tools. In addition, you may add half your proficiency bonus to any ability check involving a Tool you are not proficient in.

At 6th level, you gain proficiency in two more Tools of your choice. In addition, you may choose up to three Tools you are proficient in. You gain Expertise in these Tools.

Support Units

When you reach 3rd level, you gain the use of support units instead of armors. You gain new support units that can aid you every fourth level. Support units have their own hit dice and the number of their hit dice is equal to your level. Each support unit has its own abilities that it is capable of. For every four levels you have in this class, you may raise one ability score of each of your support units by 1, to a maximum of 20.
You may summon or dismiss one of your support units using a bonus action, and if you summon a new support unit while one is already summoned, the support unit already summoned is immediately dismissed.
If a support unit's hp is reduced to zero and it is not destroyed outright, it is immediately dismissed and may not be summoned again until after you complete a long rest. If a support unit is destroyed outright, you must spend 1d4 hours of downtime per level remaking it.

At 5th level, when you take the Attack action while you have a support unit summoned capable of battle, you may trade one of your attacks to have the unit attack as a reaction.

Superior Aid

At 6th level, you may take the Help action as a bonus action on each of your turns.

Buster Charge

At 10th level, you have upgraded your buster to store energy. You may take the Charge action and add 2 damage dice to your next attack using your normal buster. The charge is lost when you next attack or use any of your weapons.

Sharpened Mind

At 14th level, your mind has been honed to a razor's edge. When asked to make a Wisdom or Charisma saving throw, you may instead make an Intelligence saving throw. You may do this a number of times equal to your proficiency modifier. You regain all expended uses after a short or long rest.

In addition, whenever you make an ability check you are not already proficient in using your Intelligence, Wisdom, or Charisma modifiers, you may add half your proficiency bonus, rounded up.

Double Support

At 18th level, you may have up to two of your support units summoned at the same time instead of only one.




Support Units (Under construction):



The Canine Transport Unit is a mechanical dog capable of a variety of helpful tasks, from assisting in searches to fulfilling transportation needs.

Search: The Canine Transport Unit has proficiency in Perception. While in canine form, the unit is able to use its special senses to track useful items and individuals of interest, adding its proficiency bonus to any Investigation or Survival ability checks involving tracking or otherwise locating objects or individuals.

Coil: The Canine Transport Unit is able to deploy a spring-loaded launcher from its back. Jumping on this will multiply a medium or smaller character's jump height by your proficiency modifier. This coil may be deployed a number of times equal to your proficiency modifier and you regain all uses after a short or long rest.

Vehicle Form: The Canine Transport Unit is capable of using a bonus action to transform into a one-person vehicle that can safely transport a single medium-sized humanoid. If necessary, the transport forms are capable of carrying additional medium or smaller passengers whose total weight is no more than 250 pounds. The unit has three possible vehicle forms to choose from, having one at 3rd level, two at 11th level, and all three at 15th level. When the unit is below half its maximum health, all ability checks to operate its vehicle form are made with disadvantage.

Land Vehicle: The land vehicle form has a base 'walking' speed of 50 feet and can use the Dash action as a bonus action each round.

Water Vehicle: The water vehicle form has a base swimming speed of 30 feet and the driver cannot be targeted by attacks while inside. The vehicle possesses a self-contained air supply. While the unit's health is above half its maximum health, the air supply is stable and will sustain a single medium-sized air breathing creature for 24 hours. If the unit's health drops below maximum, its cabin is breached and begins to fill with water.

Air Vehicle: The air vehicle form has a base flying speed of 30 feet and can hover easily.

Statistics:

Hit dice: d10

Hit points: 1d10 + Constitution modifier per Mega Man level.



STR
DEX
CON
INT
WIS
CHA


11 (+0)
15 (+2)
12 (+1)
9 (-1)
16 (+3)
4 (-3)



Size: Medium

Speed: Walking speed of 40 feet

AC: 16

Mega Man Leveling Guide:
As you reach higher levels in the Mega Man class, your support units gain new strength.

3rd Level: First Vehicle Form - The Canine Support Unit may possess either the Land or Water vehicle form at this level.

7th level: Vehicle Buster - The Canine Support Unit now has its own buster it can use in vehicle form to attack enemies directly in front of it. This buster deals the same damage as your regular buster.

Pounce - While in canine form, the unit may attempt to pounce on a creature and knock them prone as a special attack.

11th level: Second Vehicle Form - In addition to the form gained at 3rd level, the Canine Support Unit may possess a second vehicle form it may assume at this level and may choose between Land, Water, or Air.

15th level: Third Vehicle Form - The Canine Support Unit gains access to all its vehicle forms at this level.

20th level: Super Adaptor Armor - The Canine Support Unit gains its most powerful transformation of all: a suit of armor you can wear. It may assume this form as a bonus action and it may move up to its movement speed to reach you when it does. While wearing this armor your AC becomes 16 + your Intelligence modifier and your charged buster shot is capable of shoving enemies. When hit by a charged shot, a target must make a Strength saving throw. On a failure, they are pushed five feet and knocked prone. In addition, this armor has flight capability, giving you a flying speed equal to your walking speed with full hover. In addition, you may take the Dash action as a bonus action each turn you are flying. You may fly for a number of rounds equal to half your Intelligence modifier, rounded up, and you fall if you are in the air at the end of the last round. You must remain on solid ground for two rounds before being able to fly again.

If you are reduced below half your maximum health while wearing the Super Adaptor Armor and dismiss it, you cannot summon the Canine Support Unit again until after you complete a long rest.



Reconnaissance: The Avian Support Unit has proficiency in Perception and Investigation. It also possesses Darkvision 120 and the ability to see detail from twice as far as normal.

Talons: The Avian Support Unit has sharp metal talons it is proficient in with the Finesse property capable of dealing 1d8 + its Dexterity modifier Slashing damage.

Swift: The Avian Support Unit can take the Dash or Disengage actions as a bonus action on each of its turns.

Statistics:

Hit dice: d8

Hit points: 1d8 + Constitution modifier per Mega Man level.



STR
DEX
CON
INT
WIS
CHA


7 (-2)
15 (+2)
12 (+1)
12 (+1)
16 (+3)
4 (-3)



Size: Small

Speed: Flying speed of 40 feet

AC: 14

Mega Man Leveling Guide:
As you reach higher levels in the Mega Man class, your support units gain new strength.

3rd level: Feather Fall Rescue - As a reaction, the Avian Support Unit can move up to twice its movement speed towards an ally that is falling. If it reaches them, it can grab them and slow their descent as per the effects of a Feather Fall spell.

7th level: Sharpened Talons - The Avian Support Unit's attacks score a critical hit on a roll of 19 or 20.

11th level: Carrier - The Avian Support Unit is able to carry one creature weighing no more than 250 pounds as it flies. If the creature weighs over 150 pounds, the unit's flight speed is halved.

15th level: Razor Talons - The Avian Support Unit's attacks score a critical hit on a roll of 18-20.

20th level: Jet Armor Adaptor - The Avian Support Unit gains the ability to become a suit of armor you can wear as a bonus action and it may move up to its movement speed to reach you when it does. While wearing this armor your AC becomes 14 + your Intelligence modifier and you are unable to use the Charge action with your buster. In addition, this armor has flight capability, giving you a flying speed equal to your walking speed with full hover. In addition, you may take the Dash action as a bonus action each turn you are flying. You may fly for a number of rounds equal to your Intelligence modifier and you fall if you are in the air at the end of the last round. You must remain on solid ground for one rounds before being able to fly again.

If you are reduced below half your maximum health while wearing the Super Adaptor Armor and dismiss it, you cannot summon the Avian Support Unit again until after you complete a long rest.



The Feline Support Unit is a mechanical cat built for attack and infiltration operations.

Infiltration: The Feline Support Unit has proficiency in Stealth and may take the Hide action as a bonus action on each of its turns.

Cat Claws: The Feline Support Unit has sharp metal claws that it is proficient in and possess the Finesse property. They deal 1d6 + its Dexterity modifier Slashing damage.

Statistics:

Hit dice: d8

Hit points: 1d8 + Constitution modifier per Mega Man level.



STR
DEX
CON
INT
WIS
CHA


11 (+0)
16 (+3)
14 (+2)
9 (-1)
12 (+1)
4 (-3)



Size: Medium

Speed: Walking Speed of 40 feet

AC: 16

Mega Man Leveling Guide:
As you reach higher levels in the Mega Man class, your support units gain new strength.

3rd Level: Pounce - While in feline form, if the unit has moved at least five feet before attacking a target, that target must make a Constitution saving throw equal to 8 + the unit's proficiency bonus + its Dexterity modifier or be knocked prone.

7th level: Buzz Saw - When the Feline Support Unit attacks on its turn it becomes like a spinning blade and its attacks score a critical hit on a roll of 19 or 20. In addition, it is able to make an Attack of Opportunity as a reaction against any creature within 5 feet that attacks it.

11th level: Dervish - The Feline Support Unit may make 2 reactions each round.

15th level: Multi Attack - When you trade one of your attacks to command the Feline Support Unit to attack, it may attack twice.

20th level: Power Adaptor Armor - The Feline Support Unit gains the ability to transform into a suit of armor you can wear as a bonus action and it may move up to its movement speed to reach you when it does. While wearing this armor your AC becomes 16 + your Intelligence modifier and you are able to throw powerful blasts of energy from your fists. These energy blasts have a range of 15 feet and replace your normal buster shots while you wear the armor, dealing an additional die of damage when they hit. You may also charge these blasts by taking the Charge action, reducing the range to 5 feet, but tripling the damage dice for one Attack. This charged blast ignores AC bonuses from shields, including magical, and does not suffer disadvantage if the target has taken the Dodge action. In addition, the charged shot deals critical damage to walls and other physical barricades.

If you are reduced below half your maximum health while wearing the Power Adaptor Armor and dismiss it, you cannot summon the Feline Support Unit again until after you complete a long rest.



The Item Transport Unit is a literal walking storage container. Its purpose is to hold and carry your equipment for you.

Bag of Holding - The unit's carrying capacity is equal to a Bag of Holding, with all the same restrictions that implies. It will actively resist any attempts to place other extradimensional storage containers (such as Bags of Holding, Handy Haversacks, and Portable Holes) inside it as well as being placed inside one itself. It has advantage on all rolls to resist such actions.

Hit dice: d4

Hit points: 1d4 + Constitution modifier per Mega Man level.



STR
DEX
CON
INT
WIS
CHA


8 (-1)
15 (+2)
12 (+1)
11 (+0)
13 (+1)
4 (-3)



Size: Small

Speed: Walking speed of 20 feet

AC: 13

Mega Man Leveling Guide:
As you reach higher levels in the Mega Man class, your support units gain new strength.

3rd Level: Produce Item - The unit is capable of producing any item it holds as a bonus action when commanded.

7th level: Smoke Bomb - The unit can launch a smoke bomb up to 50 feet away. The smoke bomb functions exactly like a standard smoke bomb from the equipment list. The unit carries a number of these equal to your proficiency modifier and replenishes them after you complete a short or long rest.

11th level: Handy Haversack - The unit's carrying capacity expands to be equal to a Handy Haversack.

15th level: Blast Bomb - The unit is capable making a ranged attack with a small explosive at a range of 20/60 that deals 2d6 Fire damage and 2d6 Thunder damage on a hit. The unit carries a number of these equal to your proficiency modifier and replenishes them after you complete a short or long rest.

20th level: Portable Hole - The unit's carrying capacity expands to be equal to a Portable Hole.




The Lupine Support Unit is a mechanical wolf built for battle.

Hefty: The Lupine Support Unit is proficient in Athletics.

Wolf Claws: The Lupine Support Unit has sharp metal claws that it is proficient in. They deal 1d8 + its Strength modifier Slashing damage.

Statistics:

Hit dice: d12

Hit points: 1d12 + Constitution modifier per Mega Man level.



STR
DEX
CON
INT
WIS
CHA


16 (+3)
12 (+1)
15 (+2)
9 (-1)
11 (+0)
4 (-3)



Size: Medium

Speed: Walking speed of 40 feet

AC: 18

Mega Man Leveling Guide:
As you reach higher levels in the Mega Man class, your support units gain new strength.

3rd Level: Pounce - While in lupine form, if the unit has moved at least five feet before attacking a target, that target must make a Constitution saving throw equal to 8 + the unit's proficiency bonus + its Dexterity modifier or be knocked prone.

7th level: Breath Weapon - The Lupine Support Unit can unleash a blast of pure energy from its mouth that deals Xd8 Force damage in a 15-foot cone. It may use this feature once and cannot use it again until you complete a short or long rest.

Sharpened Claws - The Lupine Support Unit's attacks score a critical hit on a roll of 19 or 20.

11th level: Protection - If a creature within 5 feet of the unit launches an attack, the unit may use its reaction to impose disadvantage on the attack.

15th level: Razor Claws - The Lupine Support Unit's attacks score a critical hit on a roll of 18-20.

20th level: Super Adaptor Armor - The Lupine Support Unit gains the ability to transform into a suit of armor you can wear as a reaction and it may move up to its movement speed to reach you when it does. While wearing this armor your AC becomes 16 + your Intelligence modifier, you may attack three times with the Attack action, and your charged buster shot deals an additional die of damage after you take the Charge action. In addition, this armor has flight capability, giving you a flying speed equal to your walking speed with full hover. In addition, you may take the Dash action as a bonus action each turn you are flying.

When you dismiss the Lupine Support Unit after using this feature, you gain a level of Exhaustion. If you are reduced below half your maximum health while wearing the Super Adaptor Armor and dismiss it, you instead gain two levels of Exhaustion and you cannot summon the Lupine Support Unit again until after you complete a long rest.

Hit dice: d6

AC: 13

Basic:

3rd:

7th:

11th:

15th:

20th:



The Excavation Unit is a powerful digging tool modified to be used as an... odd form of transportation. It has at times been called 'The World's Deadliest Pogo Stick'.

Transport: The Excavation Unit cannot move on its own and must be ridden, being treated as a Vehicle (Exotic) Tool. You are considered proficient in its operation. While riding it, you ignore the penalties of difficult terrain and are not adversely affected when crossing any ground-based hazards.

Shielded: When riding the Excavation Unit, you are considered to have half cover from enemies in front of you.

Digging: The Excavation Unit has a digging speed of 5 feet.

Statistics:

Hit dice: d10

Hit points: 1d10 + Constitution modifier per Mega Man level.



STR
DEX
CON
INT
WIS
CHA


15 (+2)
8 (-1)
16 (+3)
6 (-2)
7 (-2)
4 (-3)



Size: Medium

Speed: Walking Speed of 10 feet

AC: 20

Mega Man Leveling Guide:
As you reach higher levels in the Mega Man class, your support units gain new strength.

3rd level: Jump - While riding the Excavation Unit, you may double your jump height and length when you use an action to Jump.

Death From Above - When you jump on the Excavation Unit and land in the space of another creature, that creature must make a Dexterity saving throw. If it fails, it takes Xd6 damage and is knocked prone. On a success, it takes half as much damage and isn't knocked prone.

7th level: Siege Weapon - You may use the Excavation Unit as a weapon with the following properties: Exotic, Two-Handed, Heavy, 1d12 + your Strength modifier Piercing damage. You are considered proficient with this weapon and strikes with it deal critical damage to walls and other physical barriers.

11th level: Tremors - When you land after jumping with the unit, you may use a bonus action to shake the ground. All Large or smaller creatures within 5 feet must make a Dexterity saving throw or be knocked prone. Alternatively, you may trigger this effect by striking the ground while using the unit as a weapon.

15th level: Earth Shaker - The radius your Tremors feature can affect increases to 10 feet.

20th level: Quake - The radius your Tremors feature can affect increases to 20 feet.

Hit dice: d4

AC: 13

Basic: M.E.T. may use the Help action on any ability check involving a Tool, including Medicine checks using a healer's kit.

3rd Defense Mode: When not performing an action, the M.E.T. can enter defense mode, raising its natural AC to 23. When it needs to make a saving throw while in Defense Mode, it may instead make a Constitution saving throw with advantage, taking no damage or other effects on a success.

7th: Force Bullets (replace Extra Attack)

11th: Flight Mode

15th: Elemental Bullets

20th:

(insert stuff here)


While the Item Adaptor is created as a support unit, it functions more like one of your weapons. Each item you gain may be used a number of times equal to your proficiency modifier. You regain all uses after a short or long rest.

The items each have 12 hp and an AC of 16. If they are reduced to 0 hp, they are immediately dismissed.

You may choose one Item to use at 3rd level, a second at 7th, a third at 11th, and the fourth at 15th.

Item-0: You use a bonus action to summon a mechanical coil platform. Using this platform multiplies a medium or smaller creature's jump height by your proficiency bonus. Each coil lasts for a number of rounds equal to half your proficiency modifier, rounded up.

Item-1: You use a bonus action to create floating platforms in mid-air up to 10 feet away that can be used as stepping stones. Each one hovers firmly and can support up to 1000 pounds of weight. You may create multiple platforms at once, the maximum being equal to half your proficiency modifier, rounded up, but no more than one per round. Each one lasts a number of rounds equal to your proficiency modifier.

Item-2: You use a bonus action to create a jet platform under your feet that takes off quickly. It has a flying speed of (30 + 10 x your Intelligence modifier) feet (minimum 40), but goes so fast it is difficult to steer. Changing direction requires a DC 17 Dexterity (Air Vehicles) check, and it cannot be made to turn more than 60 degrees in one round. It lasts for a number of rounds equal to your proficiency modifier.

Item-3: You use a bonus action to create a platform capable of climbing even the most sheer surfaces. The platform has a climbing speed equal to 10 x your Intelligence modifier (minimum 10) but can only move straight up or down the surface it is used on. It lasts a number of rounds equal to your proficiency modifier before being dismissed.

JNAProductions
2019-04-19, 08:32 AM
Dang son, you put as much into this as I did!

Got work soon, and catching up on games on this forum, so can't give much feedback at the moment, but wowza. Appreciated immensely!

Crisis21
2019-04-20, 11:42 PM
Dang son, you put as much into this as I did!

Got work soon, and catching up on games on this forum, so can't give much feedback at the moment, but wowza. Appreciated immensely!

Glad you like it! Here's a Digger subclass based on Legends I worked on this weekend. I used https://megaman.fandom.com/wiki/Mega_Man_Volnutt's_equipment to come up with its exclusive (unless someone does a 'pirate' subclass based on the Bonne family...) mod list, replacing both the Weapons and Armors of the base class. This is very heavy on the exploration side of D&D.



Digger (Legends)

You are an explorer. Someone who feels a burning desire to seek out the unknown and lost wherever it might be found. And of course deal with the dangers along the way.

Bonus Proficiencies
When you take this subclass at level 2, you gain proficiency in Survival, Cartographer's Tools, and Navigation Tools.

Trap Sense
Beginning at 2nd level, you have an almost preternatural awareness of traps. You have advantage on all rolls to detect traps. In addition, you may always add your proficiency bonus to ability checks made to circumvent or disarm traps. Furthermore, you are considered to be proficient in any saving throw if the source is a trap.

Digger Mods
Whenever you would gain a weapon or armor upon gaining a new Mega Man level, you instead choose a modification from the Digger Mod list. Whenever you gain a level in Mega Man, you may exchange a Digger Mod you possess for another that you qualify for.

Surprise Attack
Beginning at 6th level, you come to understand the value of a good surprise attack. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

At 18th level, you may add an additional damage die to any attack made using this feature.

Trap Expertise
Starting at 10th level, you may gain Expertise in one Skill or Tool of your choice that you are proficient in. In addition, you also add double your proficiency bonus to all ability checks involving traps.

Experienced Explorer
Beginning at 14th level, your travels and explorations have left you significantly wiser. You gain proficiency in Wisdom saving throws.


Digger Mods

Alarm Perimeter
You may cast the Alarm spell as a ritual without needing material components.

Aqua Blaster
You may use this to extinguish all non-magical flames in a 5-foot area as an action, bonus action, or reaction. If you have at least 11 levels in Mega Man, this can be used to extinguish magical flames as well.

Blade Arm
You can create an energy blade from your arm that you are proficient in for melee combat. It has a range of 5 feet and deals radiant damage equal to your normal buster damage. This is treated as a normal buster weapon for you.

Buster Cannon
Prerequisite: Level 5
Your normal buster weapon gains +1 to attack and damage.
15th level: The attack and damage bonus increases to +2.

Chameleon Net
Prerequisite: Level 8
You may cast Invisibility on yourself once without using a spell slot or requiring spell components. You regain use of this mod after a short or long rest.

Cleats
You have advantage to all rolls to resist being pushed or knocked prone.

Drill Arm
You gain a digging speed equal to half your walking speed. This drill also deals 3d6 damage per round to walls and other physical barriers.

Energy Barrier
Prerequisite: Level 5
You may choose one of the following energy types: Fire, Cold, Lightning, Thunder, Radiant, Necrotic, Psychic, Acid. Your energy barrier gives you resistance to this energy type.
At 12th level: You may change the energy type your barrier protects against whenever you complete a short or long rest.

Flak Jacket
Prerequisite: Level 10
You have resistance to non-magical Bludgeoning, Slashing, and Piercing damage.

Grenade Crawler
Prerequisite: Level 8
You may use your action to roll a grenade across the ground that will explode when it reaches an enemy or an object. Creatures within 10 feet of the grenade when it detonates must make a Dexterity saving throw, taking Xd6 Piercing and Xd6 Thunder damage - where X is equal to one third your proficiency modifier rounded down - on a failure and half that on a success. Objects and fortifications take critical damage from this weapon.
You may use this weapon a number of times equal to your proficiency modifier, regaining all uses after a short or long rest.

Guard Scope
You have +1 AC against ranged attacks.
12th level: The AC bonus increases to +2.

Homing Missile
Prerequisite: Level 15
You may use an attack to fire a homing missile at targets. You may target any creature within 120 feet, including those behind cover. A targeted creature must make a Dexterity saving throw, taking 2d6 Fire(?) damage on a failure or half that on a success. You may use this weapon a number of times equal to twice your proficiency modifier, regaining all uses after a short or long rest.

Hover Shoes
Prerequisite: Level 8
You may cast Feather Fall on yourself at will without using a spell slot or requiring spell components.

Hydrojets
You gain a swimming speed equal to your walking speed.

Hyper Shell
Prerequiste: Level 12
You must choose a damage type: Fire, Cold, Lightning, Thunder, Acid, or Poison. You may fire a high explosive blast of the chosen energy at a spot you can see up to 100 feet away, affecting a 20-foot radius from the impact point. All creatures in the blast area must make a Dexterity saving throw, taking Xd6 damage of the chosen type, where X is equal to your proficiency modifier, on a failure or half that much on a success.
You may use this weapon a number of times equal to half your proficiency modifier, rounded up, regaining all uses after a short or long rest.
You may change the energy type this weapon deals whenever you complete a short or long rest.

Jet Skates
Prerequisite: Level 5
You may take the Dash or Disengage action as a bonus action.

Jump Shoes
You may double the length and height of your jumps.

Lifter
Prerequisite: Level 5
You count as one size larger when determining carrying capacity as well as what you can push, drag, or lift.
You may throw a grappled creature at an enemy, dealing damage based on the thrown creature's size. The range for the thrown creature is X/3X where X equals 10 x your Proficiency modifier. Halve this range when throwing Large creatures. You may not throw any creature whose size is bigger than large.
Damage chart:
Tiny - 1d4
Small - 1d8
Medium - 1d10
Large - 1d12

Machine Buster
Prerequisite: Level 15
Your Extra Attack feature becomes Extra Attack (x2), granting you three total attacks when you use the Attack action.

Padded Armor
Prerequisite: Level 5
You have +1 to AC
15th level: The AC bonus increases to +2.

Rebreather
You may breathe both air and water.

Reflector Arm
Prerequisite: Level 10
When you are targeted by a ranged attack, you may attempt to use your reaction to reflect the attack back at the attacker. Make an attack roll with proficiency contested by the attacker's attack roll. If yours is higher, you successfully reflect the attack back at them and they take the damage instead of you (your attack roll must still hit their AC).
You may use this ability a number of times equal to your proficiency modifier, rounded up, regaining all uses after a short or long rest.

Shield Arm
Prerequisite: Level 5
You may create an energy shield that you are proficient in using your off-hand. Like normal shields, it grants +2 to AC while you wield it.

Shining Laser
Prerequisite: Level 18
You may use your action to fire a powerful beam of light at one foe within 100 feet. This beam lasts for up to one minute and requires your full concentration, meaning you can take no action other than your normal movement while you fire it and you must make a concentration check to maintain the beam if you take damage. The target of your Shining Laser must make a Constitution saving throw at the end of each of your turns while you fire this weapon. They take 6d8 Radiant damage on a failure or half that on a success.
When you stop firing this weapon, you must make a DC 18 Constitution saving throw, gaining one level of exhaustion on a failure. You may not use this weapon again until after you complete a long rest.

Snipe Scope
You have +1 to all ranged attack rolls.
12th level: The attack bonus increases to +2.

Splash Mine
Prerequisite: Level 8
You must choose a damage type: Fire, Cold, Lightning, Thunder, Acid, or Poison. You may place an explosive trap on the ground that will arm itself after one round and will detonate when any creature, including you, steps within 5 feet of it. All creatures within a 10-foot radius when it detonates must make a Dexterity saving throw, taking Xd8 damage of the chosen type where X is equal to half your proficiency modifier, rounded up.
You may use this weapon a number of times equal to your proficiency modifier regaining all uses after a short or long rest.
You may change the energy type your trap deals whenever you complete a short or long rest.

Spread Buster
Prerequisite: Level 8
When you make a ranged attack using your normal buster, you may make an additional attack with disadvantage against another creature within 10 feet of your target. This damage of this bonus attack is two die sizes smaller than your normal buster shot (minimum 1d4).

Undershirt
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Vacuum Arm
Prerequisite: Level 5
As an action, you may pull all creatures and unsecured items in front of you 10 feet towards you. Creatures may attempt to resist this pull with a Strength saving throw. You may use this weapon a number of times equal to your proficiency modifier, regaining all uses after a short or long rest.

Crisis21
2019-04-21, 01:41 PM
Because I apparently straight-up cannot help myself, here's a subclass based on everyone's favorite beam-saber-swinging hero: Zero


Zero the Hero
You are a fighter among Mega Men. There is nothing more at home in your hands than a weapon, and you know how to use them very, very well indeed.

Bonus Proficiencies
You gain proficiency in Martial Weapons and Shields.

Zero Armaments
When you take this archetype at 2nd level, you gain access to Zero Armaments instead of Armors.
You must exchange your regular Mega Man buster for your first Zero Armament which you can choose from between the Z-Buster or the Z-Saber and you gain one additional Zero Armament of your choice at 3rd, 7th, 11th, 15th, and 19th levels.
When you gain a new Mega Man level, you may exchange one of your Zero Armaments for another. You may not exchange the Zero Armament you got at 2nd level for anything other than the Z-Buster or Z-Saber.
You may switch between Zero Armaments as detailed under the Armor features of the Mega Man class.

Elemental Chips
Starting at 2nd level and when you would gain weapons due to your Mega Man level, you instead gain an Elemental Chip. This chip can be installed into - or uninstalled from - one of your Zero Armaments as an Action. When installed, the damage type of the Zero Armament changes to the specified energy type.
Elemental Chips can be chosen from the following: Fire, Cold, Lightning, Thunder, Radiant, Necrotic, Poison, Acid, Psychic, or Force.

Versatile Fighter
When you take this archetype at 2nd level, you may choose a Fighting Style from the Fighter list. You may choose a second fighting style at 7th level, a third at 11th level, a fourth at 15th level, and a fifth at 18th level.
You may not select the same fighting style more than once.

Second Wind
At 7th level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your Mega Man level. Once you use this feature, you must finish a short or long rest before you can use it again.

Indomitable
Beginning at 11th 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.

Extra Attack (x2)
At 15th level, the total number of attacks you can make with the Attack action increases to three.

Giga Crash
At 18th level, you can channel all your power into one massive burst. You may cast Destructive Wave once without expending a spell slot. You regain use of this feature after you complete a long rest.


Zero Armaments
https://megaman.fandom.com/wiki/Zero%27s_weaponry

Z-Buster (Hand Crossbow, Light, Ranged (30/120), 1d6 Bludgeoning)

Z-Saber (Longsword, 1d8 Slashing, Versatile (1d10))

Baishou Fan (Dual War Fans, Finesse, Light, 1d6 Slashing)
While wielding both fans, you gain +1 to AC.

Chain Rod (Whip, Finesse, Reach, 1d6 Slashing)
When you successfully hit an enemy with this weapon, you may use a bonus action to make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple them. You may also use this weapon to grab items up tot 10 feet away with a Dexterity (Acrobatics) check.

Durga Glaive (Glaive, Two-Handed, Heavy, Reach, 1d10 Slashing)
When you take the Dodge action on your turn, you gain +1 to AC.

Kaiser Knuckle (Unarmed, Finesse, Bludgeoning)
Increase the size of your unarmed strike's damage die by 2 (minimum 1d6).
You have advantage on Strength (Athletics) checks made to grapple an opponent.

Recoil Rod (Twin Tonfa (Club), Light, 1d6 Bludgeoning)
When you take the Dodge action and successfully avoid a melee attack you may push the attacker back 5 feet.

Shield Boomerang (Shield, Thrown (20/60), Returning, 1d6 Bludgeoning)
You wield a shimmering round energy shield. While using it as a shield, you gain +2 to AC.
You may use it as a ranged thrown weapon and use your extra attacks to ricochet the shield and attempt to hit one additional target within 20 feet of the previous target per extra attack. If you do this, you do not gain the AC bonus until it automatically returns to you at the beginning of your next turn.

Titan Breaker (Warhammer: Two-handed, Heavy, 1d12 Bludgeoning)
When you roll a 1 or 2 for damage using this weapon, you may treat the die result as 3. If you miss a target's AC by 3 or less, you may deal half damage to them.

Triple Rod (Spear, 1d6 Piercing, Versatile (1d8))
If you are not prone, are standing on solid ground, and do not move on your turn (including jumping or standing up from prone), you may give the Triple Rod the Reach (10) property, increasing its melee range to 15 feet.

V-Hanger (Twin Daggers, Finesse, Light, 1d4 Piercing)
You may use these daggers as climbing aids. When you do, climbing does not cost you extra movement.

Crisis21
2019-04-22, 03:30 PM
...I may have a problem.



Street Fighter (BBAMM!)
You are a scrapper of a Mega Man, someone best able to bring the fight up close and personal. Even though you still carry a buster around with you, you're more inclined to plant your fist into your enemy's face.

Bonus Proficiency
You gain proficiency with Athletics.

Sidearm Buster
When you take this archetype at 2nd level, your buster is no longer integrated and becomes a sidearm with the following attributes: Firearm, Light, Ranged (30/120), 1d6 Bludgeoning.

In addition, your unarmed strike's base damage die increases to 1d4.

Elemental Chips
When you would gain weapons due to your Mega Man level, you instead gain an Elemental Chip. This chip can be installed into - or uninstalled from - your Sidearm Buster as an Action. When installed, the damage type of the Sidearm Buster changes to the specified energy type.
Elemental Chips can be chosen from the following: Fire, Cold, Lightning, Thunder, Radiant, Necrotic, Poison, Acid, Psychic, or Force.

Unarmored Mega Man
Instead of gaining powerful armors like most Mega Men, you have instead learned how to enhance your battle ability without armor. You gain the following benefits at the relevant levels:

At 3rd level, you gain Unarmored Defense giving you an AC of 10 + your Dexterity modifier + your Wisdom modifier when not wearing armor or using a shield.

You also gain Unarmored Movement at this level, increasing your speed by 10 feet while you are not wearing armor or wielding a shield.

In addition, you gain access to the Monk Ki abilities listed below and have a Ki pool equal to 1/3 your Mega Man level, rounded up.

Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Parry
When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to make an immediate Attack of Opportunity with advantage.

Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind
You can spend 1 ki point to jump as a free action on your turn, and your jump distance is doubled for the turn.

Starting at 9th level your unarmed strikes and your Sidearm Buster's shots count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. In addition, your unarmed strike's base damage die increases to 1d6 and your Sidearm Buster's base damage increases to 1d8.

Starting at 13th level, when you hit another creature with an unarmed strike, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Starting at 17th level, the speed of your Unarmored Movement increases another 5 feet and you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
In addition, your unarmed strike's base damage die increases to 1d8 and your Sidearm Buster's base damage increases to 1d10.

Slow Fall
Beginning at 7th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to twice your mega man level.

Evasion
At 11th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Battle Hardened
At 15th level, you have become hardened by your many battles and are ready for almost anything life could throw at you. You gain proficiency in either Constitution or Wisdom saving throws. In addition, you also gain proficiency in either Strength or Charisma saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Super Art
At 18th level, if there have been at least five rounds of combat since you rolled initiative, you may increase the damage of one successful attack you make against a single target by 4d10. In addition, the target must make a Constitution saving throw or be pushed 5 feet and knocked prone. You may not use this ability again until you complete a short or long rest.



Arcane Hacker
You are a member of a group of magical duelists known to each other as the Battle Network. It is common for members of this community to wager arcane magics on duels with each other, and your experience with this community has taught you how to 'hack' magical knowledge that others would not wish you to have.

Bonus Proficiency
You have proficiency in the Arcana Skill.

Bonus Language
You are fluent in a communal language of slang, culture references, and text-based imagery known as L337. You can understand this butchery of normal language with ease, but others are often bewildered by it.

Arcane Buster
When you take this subclass at 2nd level, your normal buster shots count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. You do not gain weapons according to the Mega Man leveling chart and instead gain spellcasting ability starting at 3rd level.

Customizer
You do not gain Armors according to the Mega Man leveling chart. Instead, you gain Digger Mods at the appropriate levels (3rd, 7th, 11th, 15th, and 19th). You may not select Digger Mods whose prerequisite is level 15 or higher. You may exchange one of your Digger Mods for another that you qualify for - unless the prerequisite is level 15 or higher - whenever you gain a new Mega Man level.

Spellcasting

When you reach 3rd level, your experience with the Battle Network unlocks the ability to cast spells.

Cantrips. You learn two cantrips of your choice from the wizard or artificer spell list (https://media.wizards.com/2019/dnd/downloads/UA-Artificer-2019.pdf). You learn an additional wizard or artificer cantrip of your choice at 10th level and another at 15th level.

Spell Slots. The Arcane Hacker Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level artificer spells (https://media.wizards.com/2019/dnd/downloads/UA-Artificer-2019.pdf) of your choice. You must analyze the magic of others to learn more spells.

Whenever you observe a spell being cast, you may use your reaction to make an Intelligence (Arcana) check at a DC equal to 10 + the spell's level. If you succeed, you learn the spell. If you do not have a spell slot sufficient to cast the spell in question, this check fails automatically.

Alternatively, you may attempt to decipher a written spell from a scroll or book. If so, you spend one hour and have advantage on the Arcana check.

The Spells Known column of the Arcane Hacker Spellcasting table shows how many spells you are capable of retaining at any given time. If you learn a new spell while knowing your maximum allowed spells, you must give up one of your exisiting spells known to make room for the new one.

Spellcasting Ability. As you learn spells through observation and analysis, Intelligence is your spellcasting ability for all spells learned using your Arcane Hacker features. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast learned through Arcane Hacker methods and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier




—Spell Slots per Spell Level—


Mega Man Level
Cantrips Known
Max Spells
Known
1st
2nd
3rd
4th
Mega
Giga


3rd
2
3
2
—
—
—
—
—


4th
2
4
3
—
—
—
—
—


5th
2
4
3
—
—
—
—
—


6th
2
4
3
—
—
—
—
—


7th
2
5
4
2
—
—
1
—


8th
2
6
4
2
—
—
1
—


9th
2
6
4
2
—
—
1
—


10th
3
7
4
3
—
—
1
—


11th
3
8
4
3
—
—
1
1


12th
3
8
4
3
—
—
2
1


13th
3
9
4
3
2
—
2
1


14th
3
10
4
3
2
—
2
1


15th
4
10
4
3
2
—
2
1


16th
4
11
4
3
3
—
2
1


17th
4
11
4
3
3
—
2
1


18th
4
11
4
3
3
—
3
1


19th
4
12
4
3
3
1
3
1


20th
4
13
4
3
3
1
3
1



Reload
Starting at 3rd level, you can regain some of our expended magical power after a short rest. At the end of a short rest, you may regenerate expended spell slots whose total level is equal to or less than 1/3 your Mega Man level. You may only replenish normal spell slots this way, and may not recover Mega or Giga spell slots with this feature.

Mega Chip
Starting at 7th level when you encounter a spell stronger than your available spell slots, you may still attempt to learn it so long as the spell's level is not higher than 1/3 your mega man level, rounded up (maximum 5th level). The difficulty to do so causes you to have disadvantage on the roll and lack advantage if analyzing a written source.
The number of spells you may learn using this method is equal to 1/6 your mega man level, rounded down and if you attempt to learn a new one while knowing the maximum allowed number, you must replace one of the old ones. These do count against your number of spells known.
You may cast these spells at their lowest level using Mega Spell slots, which are equal to 1/6 your mega man level, rounded down. You regain use of these slots after a long rest.

Giga Chip
Starting at 11th level, you may attempt to copy even more powerful spells, whose spell level is up to half your mega man level (maximum 7th level). You may only copy a single spell this way, having disadvantage on the roll regardless of the source you are analyzing, and it does count against your spells known. If you attempt to learn an additional high level spell using this feature, you must replace the old one.
You have a single Giga Spell slot which you may use to cast this spell at its lowest level. When you do so, you must make a Constitution saving throw equal to 10 + the spell's level. On a failure you gain a level of Exhaustion. You regain use of this slot after a long rest.

Style Change
At 15th level, you may learn one Bonus Feat that you qualify for. You may learn a second at 18th level.

Program Advance
Starting at 18th level, you may use your bonus action to attempt to expend multiple spell slots at once whose total spell levels are equal to 9 or more (you must choose at least three spells for this attempt) to create a single Advance Spell Slot, which can be used to cast an 8th or 9th level spell at its lowest level. You must state which spells you are attempting to use to create this spell, and if successful the DM will declare which specific spell you have created.
The DM may potentially declare that the combination is unviable in which case it fails automatically. Otherwise the DC to perform the attempted combination is 19 using an Intelligence (Arcana) check, but after a successful combination you can attempt the same combination again to create the same 8th or 9th level spell without an Arcana check.
(For example: Meteor Swarm might be created by attempting to combine three Fireball spells or a Delayed Blast Fireball and two Magic Missiles)
If unsuccessful, you may attempt to try again, but only after you have cast all the spells you tried to use to create the Advance Spell Slot. You must cast these spells normally.
You may attempt to use a single Mega or Giga Spell slot for this feature, treating the sacrificed spell level as the lowest level the specified spell can be cast at.
Once this feature is used successfully, you gain a level of Exhaustion and cannot use this feature again until you complete a long rest. You may not attempt to use this feature if you have any levels of Exhaustion.