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Battledrive Configuration: Hyperion

Battledrives using the Hyperion configuration emphasize speed over all else. A quick and decisive end to battle is the desired goal. Hyperion configurations are easily recognized by their sleeker appearance than other Battledrives, and unusually high body temperatures. These configurations are often found in recon units sent for scouting and tracking, lacking much in offensive focus. The offense they do have, however, is built to be difficult to combat in order to allow for either a swift escape or an end to their opponents as immediately as possible.
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Hyperion Training
At 1st level, you gain proficiency with one energized melee weapon of your choice. Additionally, your movement speed increases by 1/2.  
Skate
At 1st level, when you Dash as an action, your biosuit reconfigures the air around you until it reaches freezing temperatures, freezing the ground ahead of you allowing you to move an additional number of feet equal to half of your base movement speed. The ground you freeze becomes difficult terrain for other creatures, and remains for up to 6 rounds, or until it comes into contact with fire. Additionally, you ignore the difficult terrain of ice.
Tail Wind
At 8th level, you learn to freeze the air when using your Dash action. You may run up to 15 feet into the air using this feature, or down should you desire. While using your Dash action, you may also use your bonus actions as well as any unused actions.  
Shed
At 13th level, you learn to shed the surface layer of your Biosuit, leaving an afterimage for one round. Creatures that come into contact with this are exposed to extreme cold and become slow, losing half of their movement speed.  
Thermal Shock
At 18th level, you gain the ability to change the temperature of an object or 10 foot radius from one extreme to the other. Cold or frozen spaces, or objects, become engulfed in flame, dealing 4d10 fire damage and causing creatures affected by this ability to become dazed for one round. Spaces that are hot, or on fire, become frozen, dealing 4d10 cold damage and causing creatures affected by this ability to become paralyzed for one round. As a bonus action, you may use this during your Dash action to ignite the frozen terrain left behind you. When you do so, this ability affects the entirety of an ice trail you have left within the last two rounds.
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Created by

Ticklesthegamemaster.

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