Each Battledrive suit is designed to enhance the flexibility and durability of the wearer, all of whom are encouraged to increase their abilities as necessary for their own assigned sectors. Whether they are frontline combatants, or recon units, Battledrive users are easily recognized on the battlefield and highly feared for their cold-hearted efficiency in war.
In the distant future, specialists are deployed that make use of unique suits that are unobtainable through means beyond the military training they are given. Each of these individuals is bonded directly with their armor, making it impossible to separate the two. This is achieved through the creation of nanobots using biological plant material programmed with synthetic proteins. The result is a biosuit that creates a permanent symbiotic relationship, in which the very skin of the person is replaced. These unique suits are formidable in battle, and so feared by the average person that the name of the technology has overtaken any official name attempted to be granted, even by the corporations that make the soldiers wearing them.
Battledrive users are harsh foes, forgoing all connection to magic for the sake of a perfect integration with technology. These soldiers are often alien in appearance, though mostly through choice as their armor molds to their will. This is due to the treatment many of them are given, causing a psychological separation between themselves and other races. Only others who also carry a Battledrive suit are recognized as kin, and many are hesitant to open themselves to those outside of the Battledrive community.
hit dice:
1d10
hit points at 1st level:
10 + your Constitution modifier
hit points at higher levels:
1d10 (or 6) + your Constitution modifier per Battledrive level after 1st
armor proficiencies:
None
weapon proficiencies:
Simple weapons, Martial weapons, Magnetic Firearms
tools:
None
saving throws:
Dexterity, Constitution
skills:
Choose two from Acrobatics, Athletics, Deception, Investigation, Insight, Survival, Sleight of Hand, Stealth, Perception
starting equipment:
You start with the following items, plus anything provided by your background:
- (a) Short sword, (b) Longsword, or (c) Greatsword
- (a) One magnetic revolver with 12 rounds of ammunition or, (b) One magnetic rifle with 24 rounds of ammunition
- One Basic Cyberware implant (cannot grant spells)
spellcasting:
class features:
Level |
Proficiency Bonus |
Features |
1 |
+2 |
Battledrive Configuration, Biotech Suit, Weavesever |
2 |
+2 |
Psytech Subfunctions |
3 |
+2 |
Graceful Fighting |
4 |
+3 |
Ability Score Improvement, Battledrive Physiology (optional) |
5 |
+3 |
Psytech Subfunction |
6 |
+3 |
Maglev Glide |
7 |
+4 |
- |
8 |
+4 |
Ability Score Improvement, Battledrive Configuration Feature, Battledrive Physiology (optional) |
9 |
+4 |
Extra Attack (x1) |
10 |
+4 |
Psytech Subfunction |
11 |
+4 |
Biotech Filter |
12 |
+5 |
Ability Score Improvement, Battledrive Physiology (optional) |
13 |
+5 |
Battledrive Configuration Feature |
14 |
+5 |
- |
15 |
+6 |
Psytech Subfunction |
16 |
+6 |
Ability Score Improvement, Battledrive Physiology (optional) |
17 |
+6 |
Extra Attack (x2) |
18 |
+7 |
Battledrive Configuration Feature |
19 |
+7 |
Ability Score Improvement, Battledrive Physiology (optional), Psytech Subfunction |
20 |
+8 |
Battledrive |
Battledrive Configuration
At 1st level, your Biotech suit has integrated with you on a subconscious level and chosen a program setup appropriate for you, accounting for your natural inclinations, physical talents, psychological capabilities, and personal preference. Your sequence will grant you features at 1st level and again at 8th, 13th, and 18th level.
Biotech Suit
At 1st level, you are given a Biotech Suit. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. You can alter your Biotech suit with an action, changing between three given forms. Of the four below, choose three that you may change between as an action.
Battledrive Setup |
Armor Class |
Stealth Disadvantage |
Civilian |
11 + Dexterity Modifier |
No - Advantage |
Covert |
11 + Dexterity Modifier + Proficiency Modifier |
No |
Mobile |
13 + Dexterity Modifier + Proficiency Modifier |
No |
Golem |
16 + Dexterity Modifier + Proficiency Modifier |
Yes |
Weavesever
At 1st level, the integration of your Biotech suit severs your connection to the arcane and eldritch. You gain disadvantage on all Arcana skill checks, and cannot gain Spellcasting through any means, including Ki points if you multiclass into Monk. Additionally, you gain advantage against being charmed, illusions, and spells or effects that would change your form against your will.
Psytech Subfunctions
At 2nd level, your Biotech suit integrates itself into your mind and fully connects to your psyche. You gain two Subfunctions of your choice from the Psytech Subfunctions list.
You choose one additional Subfunction at 5th level and again at 10th level, 15th level, and 19th level. A level prerequisite refers to your level in this class. Subfunctions are permanent once chosen.
Graceful Fighting
At 3rd level, you become more opportunistic in battle. If you make a successful attack, you may make a secondary attack with a -2 penalty to your attack roll against any one target adjacent to your first target.
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.
Battledrive Physiology (optional)
When you reach a level in this class that grants an ability score improvement, you may choose to gain one of the two following benefits, reflecting your choices as a Battledrive user. If you change your choice later on, your chosen benefit replaces the previous.
- Gain advantage on all Dexterity saving throws, and an additional +2 to your Armor Class in any Battledrive Setup
- Gain advantage on all Constitution saving throws, and add your Constitution modifier to your melee attack damage
Maglev Glide
At 6th level, your suit generates low frequency electromagnetic pulses that slow your fall. When falling from a height of 20ft. or lower, you take no damage and may glide a distance equal to half your base speed in any direction as you fall.
Extra Attack
Beginning at 9th 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 17th level in this class.
Biotech Filter
At 11th level, your biotech suit learns to filter and counteract poisons and venoms. You become resistant to poison and necrotic damage. Additionally, when you succeed a saving throw against either type the damage is still rolled. This damage is stored into your suit, and a coating of toxin or necrotic oil as appropriate is given to your weapon or next set of ammunition. Your next attack applies half of the damage you avoided as bonus damage on your next successful attack.
Battledrive
At 20th level, your biotech suit fully integrates with your system and entirely replaces your organic tissues, augmenting and improving on your physiology and genetic makeup to enhance your combative capabilities. Permanently gain the following benefits:
- Add your Constitution modifier to your Armor Class
- Upon receiving damage, roll 1d20 and remove the result from damage taken
- Whenever you jump or fall, you hover long enough to use a Dash as a bonus action, moving up to half your movement speed
Additionally, gain an Engulf attack. Choose a creature within 5ft. and make an unarmed melee attack. On a successful hit, make a grapple check. If you are successful, the target's head is engulfed by a portion of your biotech suit. A creature targeted by this is restrained, and can make a Strength saving throw against your Strength score every round until they are free. If a creature remains engulfed for 10 rounds, it suffocates and becomes unconscious. If a creature remains engulfed for 15 total rounds, it will die.