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Prometheus

Named after the Greek Titan God of betrayal who stole fire from the Gods to give to mortals, and betrayed his fellow titans, the Prometheus configuration specializes in a unique style of assassination and covert missions. These Battledrives are rarely seen by those who live to tell of them. Many military and corporate armies use these Battedrives as a means of eliminating the head of an enemy military structure, or to engage in deadly corporate espionage. Otherwise, the Prometheus configuration is highly trained in interrogation and torture methods, finding ways to get answers and verify the truth in ways that often sicken and disturb any witnesses.
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Prometheus Training
At 1st level, upon selecting this configuration, you gain proficiency, or expertise as appropriate, in Deception, Insight, Medicine, Slight of Hand, and Stealth.  
Dousing Light
At 1st level you learn to send unique nanites to smother all light sources, including spells and technology, within a 30 foot radius for 1d6 minutes. Any new light sources that enter this radius are immediately darkened, light cannot enter this area from outside. The darkness from this ability is not magical darkness. Light absorbed from this darkness increases your base movement speed by 5 feet for each light source during the duration of this ability.
You cannot use this ability again until you complete a short or long rest.
At 18th level, this ability improves and the radius of effect increases to 60 feet.  
Chains of Eternity
At 8th level, you learn to send nanites from your biosuit that grip a target and form chains of incredible weight and density. A creature you target with this action must make a Strength saving throw, the DC for which is your proficiency modifier + you current levels in Battledrive. On a failed saving throw, the creature takes 1d10 bludgeoning damage per turn and becomes paralyzed. A creature takes half damage and moves at half speed on a successful saving throw.
At 18th level, this ability improves. Damage dealt by your chains becomes 2d10 force damage, and you add your Wisdom modifier to the DC required for a Strength saving throw against this ability. 
Stealing Fire
At 13th level you learn to steal away the heat from objects, spells, and people. As a reaction, when you are the target of an effect that causes fire damage, you may absorb 2d8 points of fire damage. As an action, you deal 2d8 cold damage to a creature after a successful unarmed attack.
You may use this ability a number of times equal to your Constitution modifier, replenishing uses after a long rest.  
Blade of the Flamebringer
At 18th level you learn to redirect heat from weapons you are holding. As a bonus action, when you successfully damage a target with a weapon attack, you may deal 2d12 plus your Constitution Modifier times your level fire or cold damage to that same target. This damage ignores resistance and immunity. Once you use this feature, you cannot do so again until you complete a long rest.    

Created by

Ticklesthegamemaster.

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