Infinite Stratos

IS Pilot

Level

Proficiency Bonus

Features

IS Release

Equalizer Slots

Defensive Barrier Uses

Defensive Barrier Ticks

1st

+2

IS Unit, Defensive Barrier, Basic Equalizers

1

4

1

3

2nd

+2

Fighting Style

1

6

1

3

3rd

+2

IS Specialization

1

8

2

3

4th

+2

Ability Score Improvement

2

10

2

4

5th

+3

Extra Attack

2

12

2

4

6th

+3

IS Specialization

2

14

3

4

7th

+3

Tactical Barrier

3

16

3

5

8th

+3

Ability Score Improvement

3

18

3

5

9th

+4

IS Specialization

3

20

3

5

10th

+4

One Off Ability

3

22

3

6

11th

+4

3

24

3

6

12th

+4

Ability Score Increase

4

26

4

6

13th

+5

IS Specialization

4

28

4

7

14th

+5

4

30

4

7

15th

+5

4

32

4

7

16th

+5

Ability Score Improvement

4

34

4

8

17th

+6

IS Specialization

5

36

5

8

18th

+6

5

38

5

8

19th

+6

Ability Score Improvement

5

40

5

9

20th

+6

One Off Ability Improvement

5

40

5

9

Class Features

As an IS Pilot, you gain the following class features.

Hit Points

Hit Dice: 1d8 per IS Pilot level 

Hit Points at 1st Level: 8 + your Constitution modifier 

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per IS Pilot level after 1st

Proficiencies

Armor: Light armor, shields 

Weapons: Simple weapons, martial weapons 

Tools: Tinker's tools

Saving Throws: Constitution, Intelligence 

Skills: Choose two skills from Acrobatics, Arcana, Athletics, History, Investigation, Perception, and Persuasion

Equipment

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

  • (a) light crossbow and 20 bolts or
    (b) two simple weapons with the thrown property

  • (a) a martial weapon and a shield or
    (b) two martial weapons

  • (a) an explorer's pack or (b) a scholar's pack

  • Leather armor and a piece of jewelry or an accessory that acts as your IS Unit in Closed Form.

IS Unit

Beginning at 1st level, you have an IS Unit, which stays dormant as one of your equipment in closed form. Your IS Unit can't do anything in Closed Form except activate the Defensive Barrier, or unless stated otherwise.

As a Bonus Action, you can draw energy from yourself to summon your IS Unit. When piloting your IS Unit, you gain the following benefits: 

  • Your size increases by one stage

  • Your movement speed decreases by 5 feet

  • You gain a bonus to your AC equal to your Intelligence Modifier, and you gain a number of  temporary hit points equal to Your current hit points times your Intelligence modifier (minimum of one) + your IS Pilot level.. 

When you lose all of those temporary hit points, your IS Unit returns to Closed Form, causing you to lose all effects of piloting the IS Unit.

Once you have Released your IS Unit the maximum number of times for your IS Pilot level, you must finish a long rest before you can Release your IS Unit again.

Defensive Barrier

As an action or bonus action, you create an arcane barrier around you that reduces incoming damage and fuels certain IS abilities. You gain barrier ticks equal to the Barrier Ticks column shown on your class progression table. Your total barrier ticks cannot exceed the amount listed in the Barrier Ticks column of your class progression table, and any barrier ticks gained in excess of this number are lost.

Whenever you would take damage while Defensive Barrier is active, remove 1 barrier tick and reduce the damage by 1d8. Then, apply any remaining damage to other hit pools like temporary hit points, or hit points.

Barrier lasts 1 minute. It ends early if you are knocked unconscious or have no barrier ticks remaining. You can also end Defensive Barrier at any time as a free action. When Barrier ends, you lose any remaining barrier ticks.

Once you have used Defensive Barrier the maximum number of times for your level as seen in the IS Pilot class table above, you must finish a short rest before you can use it again

Basic Equalizer

Your IS can be augmented by changing and adding to its code, allowing it to gain new properties and abilities based on equalizers you attach to it. You only gain the effects of your equipped Equalizers when you are piloting your IS Unit unless stated otherwise in the Equalizer description.

Equalizer Slots

The IS Pilot table shows your total Equalizer Slots you have to put in equalizer codes you know. When you equip an equalizer code, it reduces the amount of Equalizer Slots you currently have, and removing it regains those Equalizer Slots. You can't equip an equalizer code that normally exceeds the amount of available Equalizer Slots. You can change your equipped equalizer codes on a short or long rest.

Equalizer Codes Known

At 1st level, you have access to only B-Code equalizers. You can only know a number of equalizer codes equal to your IS Pilot Level + your Intelligence modifier.
Your equalizer options are detailed at the end of the class description.
Additionally, when you gain a level in this class, you can choose one of the equalizer codes you know (besides S-Code equalizers) and replace it with another equalizer code, which also must be one that does not exceed your total amount of Equalizer Slots.

Some of your equalizer codes require your target to make a saving throw to resist the equalizer's effects. The saving throw DC is calculated as follows:

Equalizer save DC = 8 + your proficiency bonus + your Intelligence modifier

 

 

 

 

 

 

 

 

 

 

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you get to choose again.

Archery

Gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

While wielding a melee weapon in one hand & no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Protection

When a creature you see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a shield or weapon in hand.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

IS Specialization

At 3rd level, your bond with your IS Unit deepens, developing a certain model type based on the way you fight. Choose All-Rounder, Armor, Combat, or Special Armament, all detailed at the end of the class description. The model type you choose grants you features at 3rd level and again at 6th, 9th, 13th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Tactical Barrier

At 7th level, whenever you take damage while Defensive Barrier is active, you choose how many barrier ticks to spend. You may choose to spend 0 barrier ticks

One Off Ability

At 10th level, the bond between you and your IS Unit grows even deeper, unlocking a new One-Off Ability, but not without a cost. 

Choose Finis, Iustu, Sanaf, or Vocai. 

The One-Off Ability you choose grants you abilities at 10th & 20th level.

IS Specializations

Each pilot has their own unique way of fighting, and as the IS Pilot fights more and more, the IS Unit adapts to fit that combat style, increasing certain aspects of the IS Unit to be tailor-made for the IS Pilot.

All-Rounder

IS Units that format to an All-Rounder type focus on having lots of equalizers to be prepared for any situation that arises.

B-Code Core

When you choose this IS Specialization at 3rd level, you can learn equalizer codes of any type other than S-Codes.

B-Code Expert

Starting 6th level, you can sacrifice half of the temporary hit points required to use a B-Code equalizer.

Shorter B-Code

Starting at 6th level, when you equip a B-Code equalizer, it only reduces half as much Equalizer Slots.

Built in B-Code

Starting at 9th level, you can equip one B-Code equalizer with a cost equal to or less than your proficiency bonus without it taking up any Equalizer Slots.

At 13th level, the cost of the B-Code equalizer that you can equip with this feature becomes equal to or less than your proficiency bonus x 2.

Upgrade Core

When you reach 17th level, your IS Unit has mastered the ability to change in a pinch as long as you wish it to do so. On the beginning of your turn, you can freely equip and remove equalizer codes as long as you follow the rules of equipping equalizer codes. You can use this feature a number of times equal to your Intelligence modifier (minimum of one). 

You regain expended uses when you finish a short or long rest.

Armor

IS Units that format to an Armor type focus on the protection of the user and their party above all else

A-Code Core

When you choose this IS Specialization at 3rd level, you can learn A-Code equalizers

A-Code Expert

Starting at 6th level, you can sacrifice half of the temporary hit points required to use an A-Code equalizer.

Shields Up

Starting at 6th level, you can quickly pull up a shield to attempt to protect yourself from an incoming attack. As a reaction, when you would fail a saving throw, you can sacrifice temporary hit points equal to your Barrier Tick in order to reroll the saving throw. If you do so, you may choose which roll to use and then add your Barrier Tick to the Saving Throw. 

You can use this feature a number of times equal to your Intelligence modifier (minimum of one), and twice as much at 13th level. You regain expended uses when you finish a short or long rest.

Heavy Barrier

Starting at 9th level, when you expend a Barrier Tick, each barrier tick die roll increases to 2d8.

Shield Core

When you reach 17th level, your IS Unit has mastered the ability to create energy shields, so much so that it creates too much and has to put them on someone else. When you summon your IS Unit, you can choose to have all allies within 30 feet of you gain temporary hit points equal to your IS Pilot level x your Intelligence modifier (minimum of 1). You can use this feature a number of times equal to your Intelligence modifier (minimum of one). 

You regain expended uses when you finish a long rest.

Combat

IS Units that format to a Combat type focus on dealing major damage, and trying to finish a battle quick.

C-Code Core

When you choose this IS Specialization at 3rd level, you can learn C-Code equalizers

C-Code Expert

Starting at 6th level, you can sacrifice half of the temporary hit points required to use an C-Code equalizer.

Channeled Strike

Starting at 6th level, you can send energy coursing through your weapon. When you hit a creature with a weapon attack, you can sacrifice temporary hit points based on the Channeled Strike Table below and choose one of the following damage types: lightning, radiant, or force. You deal an extra die of damage based on the Channeled Strike Table. You can deal this extra damage only once per attack

At 13th level, you can sacrifice twice as much temporary hitpoints to roll maximum damage on all dice used in the attack.

Temporary Hitpoints Sacrificed

Damage Die

4

1d4

6

1d6

8

1d8

10

1d10

12

1d12

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Offensive Barrier

Starting at 9th level, you can redirect your barriers power into your strikes, unlocking new ways to manipulate yourself and your opponents

You learn four maneuvers that are fueled by your barrier ticks. You can use only one maneuver per attack. Some of your maneuvers require your target to make a saving throw to resist the maneuver effects. The saving throw DC is 8 + your proficiency bonus + your intelligence modifier.

Name

Maneuver

Disarming Attack

When you hit a creature with a melee attack, you can expend one barrier tick to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the barrier tick die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Attack

When you hit a creature with a melee attack, you can expend one barrier tick to distract the creature, giving your allies an opening. You add the barrier tick to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Feinting Attack

You can expend one barrier tick and use a bonus action on your turn to feint, choosing one creature within 5ft of you as your target. You have advantage on your next melee attack roll against that creature. If that attack hits, add the barrier tick to the attack’s damage roll.

Goading Attack

When you hit a creature with a melee attack, you can expend one barrier tick to attempt to goad the target into attacking you. You add the barrier tick to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Grapple Attack

When you hit a creature with a melee attack, you can expend one barrier tick to attempt to Restrain a Medium or smaller size creature or object. The target must make a Dexterity saving throw, subtracting the Barrier Tick from its Saving Throw. On a failed save, the target is Restrained.

Menacing Attack

When you hit a creature with a melee attack, you can expend one barrier tick to attempt to frighten the target. You add the barrier tick to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Pushing Attack

When you hit a creature with a melee attack, you can expend one barrier tick to attempt to drive the target back. You add the barrier tick to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 20ft away from you.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one barrier tick to make a melee attack against the creature. If you hit, you add the barrier tick to the attack's damage roll.

Sweeping Attack

When you hit a creature with a melee attack, you can expend one barrier tick to attempt to damage another creature with the same attack. Choose another creature within 5ft of the original target and within your reach. If the original attack roll would hit the second creature, it takes force damage equal to the number you roll on your barrier tick.

Trip Attack

When you hit a creature with a melee attack, you can expend one barrier tick to attempt to knock the target down. You add the barrier tick to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Weapon Core

When you reach 17th level, your IS Unit has adapted the ability to convert its protective energy into a surge of power through the entire IS Unit, heightening the precision and power of your strikes. On the beginning of your turn, you can sacrifice 50 temporary hit points, granting you advantage and adding your Intelligence modifier on all attack rolls and adding double your proficiency bonus to your damage rolls for the duration of the turn. You can gain these benefits on subsequent turns if you sacrifice 25 temporary hit points on the beginning of the turn.

Once you use this feature, you can't use it again until you finish a long rest.

Special Armament

IS Units that format to a Special Armament type develop unique traits that change the more it is operated.

S-Code Core

When you choose this IS Specialization at 3rd level, you can learn S-Code equalizers, however, due to how specialized S-Codes are, you can only learn 1 S-Code at a time

S-Code Expert

Starting at 6th level, you can sacrifice half of the temporary hit points required to use an S-Code equalizer.

Make Some Room

Starting at 6th level, you can choose one equipped equalizer code besides your S-Code equalizer, reducing the equalizer slot cost of that equalizer by your proficiency bonus.

Built-in S-Code

Starting at 9th level, you can equip your S-Code equalizer without it taking up any Equalizer Slots.

Pocket Battery

Starting at 13th level, you can stick a boost to your IS Unit's power source. At the start of your turn you can choose to gain temporary hit points equal to your IS Pilot level x your proficiency bonus, These Temporary Hitpoints can stack on top of the temporary hitpoints granted by your IS Release Feature

Once you use this feature, you can't use it again until you finish a long rest.

Smart Core

When you reach 17th level, your IS Unit has adapted the ability to convert its protective energy into a surge of power through the entire IS Unit, increasing it's efficiency with its S-Code equalizer. You can choose to activate any ability that you get from your S-Code equalizer without sacrificing any temporary hit points. 

You can use this feature a number of times equal to your Intelligence modifier (minimum of one). You regain expended uses when you finish a long rest.

 

 

 

 

 

 

One Off Abilities

Finnis

Your IS Unit believes that the only thing you need to win a battle is a single, powerful strike to finish an enemy quickly.

Fold-out Weapon

When you choose this One-Off Ability at 10th level, you can coat your weapon with unstable energy at the cost of both your reserves and your IS Unit's reserves. When you hit an enemy with a weapon attack, you can sacrifice temporary hit points. For every 10 temporary hit points you sacrifice, roll a d8 and add it to the damage roll as force damage. 

Once you use this feature, you can't use it again until you finish a short or long rest.

Barrier Bypassing Attack

When you reach 20th level, you can cannibalize a large amount of your IS Units energy to completely destroy an enemy. On the beginning of your turn, you can sacrifice 100 temporary hit points. The next attack roll you make has advantage. If the attack hits, instead of your normal damage roll, the target must make a Constitution saving throw with a DC equal to you Equalizer save DC. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 force damage. 

Once you use this feature, you can't use it again until you finish a long rest. Additionally, you cannot summon your IS Unit for the next 24 hours

Iustu

Your IS Unit believes that the only thing you need to win a battle is for you to outlast your enemies in a battle of attrition.

Self Recovery

When you choose this One-Off Ability at 10th level, you can rapidly recover your vitality within combat. On your turn, you can use a bonus action to roll a number of d8’s equal to your IS Pilot level. You regain hit points equal to the result of the rolls + your IS pilot level. 

This One Off ability can be used even if your IS Unit is in its Closed State

Once you use this feature, you can't use it again until you finish a short or long rest.

Twin Recovery

When you reach 20th level, you can greatly recover the vitality of creatures. On your turn, you can sacrifice 100 temporary hit points to use your action to touch up to 2 creatures within 5ft yourself. Both of the creatures you touch regain all of their hit points. 

Once you use this feature, you can't use it again until you finish a long rest. Additionally, you cannot summon your IS Unit for the next 24 hours.

Sanaf

Your IS Unit believes that the only thing you need to win a battle is to stay far and shielded from the enemy.

Energy Barrage

When you choose this One-Off Ability at 10th level, you can shoot a barrage of shots from a far distance. On your turn, you can use your action to sacrifice temporary hit points to shoot this barrage. For every 10 temporary hit points you sacrifice, you can shoot a beam of intense heat towards a creature you can see or sense. Each beam is a ranged weapon attack which you are proficient with, and you add your Intelligence modifier to its attack and damage rolls. You make a separate attack roll for each beam. On a hit, it deals 1d8 fire or radiant damage (your choice for each beam).

Energy Shell

When you reach 20th level, you can create a near impenetrable shell of energy around your IS Unit. On your turn, you can sacrifice 100 temporary hit points. For the next minute, you gain a bonus to your AC equal to half your proficiency bonus, advantage on all saving throws, and have resistance against all damage types. 

Once you use this feature, you can't use it again until you finish a long rest. Additionally, you cannot summon your IS Unit for the next 24 hours.

Equalizer Codes

If an equalizer code has prerequisites, you must meet them to learn it. You can learn the equalizer code at the same time that you meet its prerequisites.

B-Codes

Basic codes learnable by any IS Model

Analyzer

  • Equalizer Slot Cost: 2

  • Code Type: B-Code

You can spend 1 hour analyzing out of combat or sacrifice 20 temporary hit points to do so instantly to cast one of the following spells. Once you use this equalizer, you must wait till after a long rest before you can use it again or unequip it.

  • Detect Evil and Good

  • Detect Magic

  • Detect Poison and Disease

  • Identify

Analyze Enemy

  • Equalizer Slot Cost: 10

  • Code Type: B-Code

You can spend 1 hour analyzing an enemy out of combat or sacrifice 20 temporary hit points to do so instantly to find out three of the following characteristics of the target. Once you use this equalizer, you must finish a long rest before you can use it again or unequip it.

  • One of its Saving Throws (if any)

  • One of its Damage Vulnerabilities (if any)

  • One of its Damage Resistances (if any)

  • One of its Damage Immunities (if any)

  • One of its Condition Immunities (if any)

  • If its Armor Class is above or below 15

  • If its Strength score is above or below 15

  • If its Dexterity score is above or below 15

  • If its Constitution score is above or below 15

Anti-Air Gun

  • Equalizer Slot Cost: 6

  • Code Type: C-Code and B-Code

You can use your reaction or action, or if you're able to make multiple attacks with the Attack action, this attack replaces one of them, to sacrifice temporary hit points and choose one creature you can see that is flying or hovering within 120 feet of you. For every 7 temporary hit points you sacrifice, you deal (1d4 + your Intelligence modifer) magical piercing damage to the target.

Barrier Generator

  • Equalizer Slot Cost: 2

  • Code Type: A-Code and B-Code

When you are piloting your IS Unit or have it in Closed Form and your Defensive Barrier is active, you may spend 8 Temporary hitpoints as a bonus action to regain 1 barrier tick

Barrier Generator 2.0

  • Equalizer Slot Cost: 5

  • Code Type: A-Code and B-Code

When you are piloting your IS Unit or have it in Closed Form and your Defensive Barrier is active, you may spend 16 Temporary hitpoints as a bonus action to regain 2 barrier ticks

Energy Efficient

  • Equalizer Slot Cost: 10

  • Code Type: B-Code

When you sacrifice temporary hit points to use an equalizer, you can reduce the amount sacrificed by 2 temporary hit points (minimum of 1 temporary hit point).

Energy Efficient 2.0

  • Equalizer Slot Cost: 12

  • Code Type: B-Code

When you sacrifice temporary hit points to use an equalizer, you can reduce the amount sacrificed by 5 temporary hit points (minimum of 1 temporary hit point).

Energy Efficient 3.0

  • Equalizer Slot Cost: 14

  • Code Type: A-Code and B-Code

When you sacrifice temporary hit points to use an equalizer, you can reduce the amount sacrificed by 8 temporary hit points (minimum of 1 temporary hit point).

Energy Shield

  • Equalizer Slot Cost: 2

  • Code Type: A-Code and B-Code

When you are piloting your IS Unit or have it in Closed Form and another creature forces you to make a saving throw, you can use your reaction to sacrifice 6 temporary hit points or a Barrier Tick and add +2 to your saving throw roll for that attack, potentially reducing or negating the harmful effects.

IS Weaponry

  • Equalizer Slot Cost: 5

  • Code Type: C-Code and B-Code

You can use your action to sacrifice 10 temporary hit points to create a IS Weapon in your empty hand. You are proficient with it while you wield it and can use your Intelligence Modifier instead of Strength or Dexterity, for the Attack and Damage Rolls
Your options for IS Weapons are shown in the table below

Name

Damage

Weight

Properties

Cleaver

1d10 Slashing

8 lb

Versatile (1d12)

Polearm

1d12 Slashing or Piercing

12 lb

Heavy, Reach, Two Handed

Great Weapon

2d8 Slashing, Piercing or Bludgeoning

14 lb

Heavy, Two Handed

Combat Knife

1d6 Piercing

2 lb

Finesse, Light, Thrown (range 20/60)

Combat Spear

1d8 Piercing

4 lbs

Thrown (range 30/120)

Short Sword

1d8 Piercing or Slashing

4 lb

Finesse, Light

DMR

1d10 Piercing

4 lb

Ammunition* (range 150/600), Heavy, Two Handed

Heavy Launcher

1d12 Piercing

36 lb

Ammunition* (range 100/400), Heavy, Loading, Two Handed

Hand Cannon

1d8 Piercing

6 lb

Ammunition* (range 30/120), Light, Loading

*Ranged Weapons created by IS weaponry have an unlimited ammo supply from your IS Unit
If the IS Weapon summoned is a thrown weapon and is thrown, you may recall the weapon to your hand as a free action using 5 temporary hitpoints.
Heavy Launcher and Hand Cannon can have the Crossbow Master Feat applied to them, the Hand Cannon counts as a Hand Crossbow for the purpose of using this Feat

IS Weaponry 2.0

  • Equalizer Slot Cost: 8

  • Code Type: C-Code and B-Code

You gain all the benefits of IS Weaponry, but the weapons summoned now count as magical for the purpose of overcoming resistances and immunities and gain a +1 bonus to attack and damage rolls

Partial Deployment

  • Equalizer Slot Cost: 2

  • Code Type: A-Code and B-Code

When you are piloting your IS Unit or have it in Closed Form and another creature hits you with an attack, you can use your reaction to sacrifice 6 temporary hit points or a Barrier Tick and add +2 to your AC for that attack, potentially causing the attack to miss you.

Garden Curtain

  • Equalizer Slot Cost: 10

  • Code Type: A-Code and B-Code

You raise your shield, creating a veil of energy around you. On your turn or as a reaction, you can sacrifice 20 temporary hit points. Until the beginning of your next turn, you and all creatures of your choice within 15 feet of you add your Intelligence modifier (minimum of one) to their AC and saving throws, and take no damage from magic missile. You must be wielding a shield.

Save Boost

  • Equalizer Slot Cost: 6

  • Code Type: A-Code and B-Code

You gain a +1 bonus to all of your saving throws.

Save Boost 2.0

  • Equalizer Slot Cost: 8

  • Code Type: A-Code and B-Code

You gain a +2 bonus to all of your saving throws.

Shield Bits

  • Equalizer Slot Cost: 3

  • Code Type: A-Code and B-Code

You gain a +1 bonus to your AC

A-Codes

Codes learnable by Armor Model IS Units

Barrier Generator 3.0

  • Equalizer Slot Cost: 8

  • Code Type: A-Code

  • Prerequisite: Armor Specialization

When you are piloting your IS Unit or have it in Closed Form and your Defensive Barrier is active, you may spend 16 Temporary hitpoints as a bonus action to regain a number of barrier ticks equal to your Intelligence modifier

Energy Shield 2.0

  • Equalizer Slot Cost: 5

  • Code Type: A-Code

When you are piloting your IS Unit or have it in Closed Form and another creature forces you to make a saving throw, you can use your reaction to sacrifice 8 temporary hit points or a Barrier Tick and add +4 to your saving throw roll for that attack, potentially reducing or negating the harmful effects.

Energy Shield 3.0

  • Equalizer Slot Cost: 8

  • Code Type: A-Code

  • Prerequisite: Armor Specialization

When you are piloting your IS Unit or have it in Closed Form and another creature forces you to make a saving throw, you can use your reaction to sacrifice 10 temporary hit points or a Barrier Tick and add +6 to your saving throw roll for that attack, potentially reducing or negating the harmful effects.

Partial Deployment 2.0

  • Equalizer Slot Cost: 5

  • Code Type: A-Code and B-Code

When you are piloting your IS Unit or have it in Closed Form and another creature hits you with an attack, you can use your reaction to sacrifice 8 temporary hit points or a Barrier Tick and add +4 to your AC for that attack, potentially causing the attack to miss you.

Partial Deployment 3.0

  • Equalizer Slot Cost: 8

  • Code Type: A-Code

  • Prerequisite: Armor Specialization

When you are piloting your IS Unit or have it in Closed Form and another creature hits you with an attack, you can use your reaction to sacrifice 10 temporary hit points or a Barrier Tick and add +6 to your ACl for that attack, potentially causing the attack to miss you

Save Boost 3.0

  • Equalizer Slot Cost: 10

  • Code Type: A-Code

You add your proficiency bonus to all of your saving throws, even if you are already proficient in the saving throw.

Shield Bits 2.0

  • Equalizer Slot Cost: 5

  • Code Type: A-Code

You gain a +2 bonus to your AC

Shield Bits 3.0

  • Equalizer Slot Cost: 8

  • Code Type: A-Code

  • Prerequisite: Armor Specialization

You gain a +3 bonus to your AC

C-Codes

Codes learnable by Combat Model IS Units

IS Weaponry 3.0

  • Equalizer Slot Cost: 11

  • Code Type: C-Code

  • Prerequisite: Combat Specialization

You gain all the benefits of IS Weaponry, but the weapons summoned now count as magical for the purpose of overcoming resistances and immunities and gain a +3 bonus to attack and damage rolls.

Siphoning Weapons

  • Equalizer Slot Cost: 5

  • Code Type: C-Code

While Defensive Barrier is active and you roll maximum damage on a weapon attack die, you regain 1 Barrier Tick

Siphoning Weapons 2.0

  • Equalizer Slot Cost: 8

  • Code Type: C-Code

  • Prerequisite: Combat Specialization

While Defensive Barrier is active and you score a critical hit, you regain all of your barrier ticks

Empowered Rend

  • Equalizer Slot Cost: 5

  • Code Type: C-Code

Whenever you attack with a IS Weapon, you can swing wildly, putting all your energy into pure power by sacrificing 16 temporary hitpoints and causing your attack to be made at disadvantage. If you hit, you deal additional damage equal to double your proficiency bonus

Anti-Air Gun 2.0

  • Equalizer Slot Cost: 8

  • Code Type: C-Code

  • Prerequisite: Combat Specialization

You can use your reaction or action, or if you're able to make multiple attacks with the Attack action, this attack replaces one of them, to sacrifice temporary hit points and choose one creature you can see that is flying or hovering within 120 feet of you. For every 10 temporary hit points you sacrifice, you deal (1d6 + your Intelligence modifer) magical piercing damage to the target.

S-Codes

Codes learnable by Special Armament Model IS Units

Echo Frame: Arachne

  • Equalizer Slot Cost: 5

  • Code Type: S-Code

  • Prerequisite: Special Armament IS Model Type

Your IS Unit mimics the Arachne frame, with multiple legs, an abdomen, and the ability to shoot a net to immobilize foes.

Multiple Legs. You gain a climb speed equal to your walking speed, and you gain advantage on Strength saving throws against being knocked prone.

Energy Net. You can use your attack action, or if you're able to make multiple attacks with the Attack action, this attack replaces one of them.

Sacrifice 10 temporary hit points and choose one creature you can see within 20 feet of you to shoot your Energy Net at. That creature must Succeed a Dexterity saving throw or be grappled. Until the grapple ends, the creature is restrained and has disadvantage on Dexterity checks and Dexterity saving throws. A creature that destroys an energy net deals no damage to you.

A Net has 20 AC,  a number of hitpoints equal to twice your IS Pilot Level, and is Immune to poison and psychic damage

As a bonus action on your turn, you can sacrifice 5 temporary hit points to deal 2d4 lightning damage to all creatures grappled by your energy nets.

Abdomen Attack. You can use your attack action, or if you're able to make multiple attacks with the Attack action, this attack replaces one of them.

Sacrifice 15 hit points and make a melee weapon attack against a creature as if you were attacking with a Combat Dagger from IS Weaponry. If you hit the target and it is a creature, it must succeed a Constitution saving throw or be knocked unconscious. 

They wake up after 1 minute, the creature takes damage, or someone uses an action to shake or slap the creature awake.

Echo Frame: Black Rain

  • Equalizer Slot Cost: 5

  • Code Type: S-Code

  • Prerequisite: Special Armament IS Model Type

Your IS Unit mimics the Schwarzer Regen frame, with wire-guided weapons and the rare Inertia Canceller.

Wire-Guided Weapons. As an action, you can sacrifice 10 temporary hit points to create one wire, up to 3 wires can be active at one time. As a bonus action you can make melee weapon attacks with all of the wires you made.

The wires have the following properties: 15 AC, a number of hitpoints equal to twice your Is Pilot level, and immunity to poison and psychic damage.

The wires have the finesse property, and a reach of 30 feet. On hit, each wire deals 2d4 slashing damage and the target must make a Dexterity saving throw or be grappled. 

As a bonus action, you can pull each creature grappled by the wires up to 25 feet straight toward you. A creature that destroys a wire does no damage to you.

Active Inertia Canceller (AIC). When you are piloting your IS Unit or have it in Closed Form you can use your action to sacrifice 20 temporary hit points or a Barrier Tick and choose a creature that is Huge or smaller within 5 feet of you. The target becomes stunned until the end of your next turn. You must concentrate on the AIC as if it were a spell. The creature becomes cured of the condition if you move willingly or not, if you break concentration, if you use your action to do anything else other than use your Active Inertia Canceller, or if you use your reaction or bonus action.

Reactive Inertia Canceller. When you are piloting your IS Unit or have it in Closed Form you can use your reaction to sacrifice 20 temporary hit points or a Barrier Tick when a creature would force you to make a saving throw or when a creature hits you with an attack. Add a +10 bonus to your saving throw or AC for that attack, potentially reducing or negating the effects or causing the attack to miss you.

Echo Frame: Blue Tears

  • Equalizer Slot Cost: 5

  • Code Type: S-Code

  • Prerequisite: Special Armament IS Model Type

Your IS Unit mimics the Blue Tears frame, with its ability to create long range drones to outnumber your opponents.

Optical Drones. As a bonus action, you can sacrifice 15 temporary hit points to create one drone, appearing in an unoccupied space within 10 feet of you. You can have up to 4 drones active at a time. Add your proficiency bonus to the drone's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in.

The drones act on your turn. On your turn as an attack action, you can mentally command all active drones individually to move and take either the Attack, Dash, or Dodge action. Once you have the Extra Attack feature, you can command the dones by replacing one of your attacks. The drones disappear after 1 hour.

If you are incapacitated or absent, your drones will be stationary and inactive.

Optical Drone

Small construct, unaligned


  • Armor Class 13 (natural armor)

  • Hit Points 18 (4d6 + 4)

  • Speed 0ft., fly 45ft.


STR

DEX

CON

INT

WIS

CHA

6 (-2)

14 (+2)

12 (+1)

3 (-4)

10 (+0)

1 (-5)


  • Skills Acrobatics +4, Perception +2

  • Damage Immunities poison, psychic

  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned, unconscious

  • Senses darkvision 60 ft., passive Perception 12

  • Languages understands the languages of its creator but can't speak

  • Challenge 1/4 (50 XP)


Pack Tactics. The drone has advantage on an attack roll against a creature if one of the drone's allies is within 5 feet of the creature and isn't incapacitated.

HUD. The drone can magically communicate images of its surroundings telepathically with its creator while it is within 1 mile of its creator.

Actions

Energy Blast. Ranged Weapon Attack: +4 to hit, range 60 ft., one target. Hit 3 (1d6) force damage

 

Echo Frame: Blazing Demon

  • Equalizer Slot Cost: 5

  • Code Type: S-Code

  • Prerequisite: Special Armament IS Model Type

Your IS Unit mimics the Blazing Demon frame, with its ability to run itself into the ground by overclocking all of its systems

Advanced Barrier.

Demon Core.

 

 

 

 

 

 

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