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Ascendant Transhuman

Ascendant

Class Features

As a Ascendant, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Ascendant level

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

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

Proficiencies

Armor: None

Weapons: Simple weapons

Tools: Choose one type of artisan’s tools or one

musical instrument

Saving Throws: Strength, Dexterity

Skills: Choose two from Acrobatics, Athletics, Bureaucracy, Interface, Media, Insight, Interface, and Stealth

Equipment

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

• (a) a Combat Tanto or (b) any simple weapon

• (a) a scavenger’s  pack or (b) an explorer’s pack

• 10 darts

Flow Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Memeplex

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and Ascendant weapons, which are any weapons that don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only Ascendant weapons and you aren’t wearing armor or wielding a shield:

• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and Ascendant weapons.

• You can roll a d4 in place of the normal damage of your unarmed strike or Ascendant weapon. This die changes as you gain Ascendant levels, as shown in the Martial Memeplex column of the Ascendant table.

• When you use the Attack action with an unarmed strike or a Ascendant weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a bo-staff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. Certain memeplexes train specialized forms of the Ascendant weapons. For example, you might use a baton that is two shafts connected by a short cable (called a nunchaku) or a kukri with a longer shaft, & angled blade (called a kama). Whatever name you use for a Ascendant weapon, you can use the game statistics provided for the weapon in chapter 5

Synergetics

Starting at 2nd level, your augmentations allow you to synergize your expressions of force, delivering far more efficient, higher output actions. Your access to this energy is represented by a number of synergy points. Your Ascendant level determines the number of points you have, as shown in the Synergy Points column of the Ascendant table. You can spend these points to fuel various features. You start knowing three such features: Flurry of Blows, Patient Defense, and Aero Step. You learn more features as you gain levels in this class. When you spend a synergy point, it is unavailable until you finish a short or long rest, at the end of which you recover all expended synergy. You must spend at least 30 minutes of the rest meditating to regain your synergy points. Some of your suynergy features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Synergy save DC = 8 + your proficiency bonus + your Wisdom modifier

Flurry of Blows

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

Patient Defense

You can spend 1 synergy point to take the Dodge action as a bonus action or reaction.

Aero Step

You can spend 1 synergy point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

ACTN3-Sprinter

Starting at 2nd level, your speed increases by 10 feet. This bonus increases when you reach certain Ascendant levels, as shown in the Ascendant table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move

Bodymod Collective

When you reach 3rd level, you commit yourself to a transhumanist tradition: the Integration, Holodarks, or Fission Core, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Harmonic Deflection

Starting at 3rd level, you can generate harmonic frequencies that can slow incoming objects. You can use your reaction to deflect or catch the missile when you are hit by a ranged attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Ascendant level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 synergy point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a Ascendant weapon for the attack

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.

LRP5-Skeleton

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Ascendant level and have damage reduction equal to your proficiency bonus against bludgeoning damage.

Extra Attack

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

Electrode Array

Starting at 5th level, you can generate electric charges with your strikes. When you hit another creature with a melee attack, you can spend 1 synergy point to attempt a stun. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Resonant Strikes

Starting at 6th level, your unarmed strikes count as energetic for the purpose of overcoming resistance and immunity to nonenergetic attacks and damage.

Algorithmic Evasion

At 7th level, your programmed reflexes let you dodge out of the way of certain area effects, such as an electrical discharge or an explosion. 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.

Chain Rollback

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Hormetic Zoning

At 10th level, the nanites flowing through you make you immune to disease and poison.

Synesthesial Decryption  

Starting at 13th level, you solve the patterns of linguistic memeplexes so that you can instantly understand any spoken languages. Moreover, any creature that can understand a language can understand what you say.

Memplex Reflex Arc

Beginning at 14th level, your mastery of your mind & body’s processes grant you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 synergy point to reroll it and take the second result.

Subdermal Biosphere

At 15th level, your internal processes, biological and mechanical, recycle to sustain you so that you suffer none of the frailty of old age. In addition, you no longer need food, air, or water. You can survive the vaccum of space indefinitely.

Nanomatrix Transmission

Beginning at 18th level you’ve transcended the human condition, there is no difference between the cells of your body and the nanites of the Trinet, you can use your action to spend 4 synergy points to cast Gaseous Form. Additionally, you can spend 8 synergy points to run the matrix penetration program. When you do so, you can’t take any other creatures with you

Quantum Synergentics

At 20th level, when you roll for initiative and have no synergy points remaining, you regain 4 synergy points


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