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## Path of the Exosuit A truly unique Path, this is often defined by its exact nature, but such a nature varies widely. Perhaps it is a lost piece of technology, such as long dead Warsmith's cast off armor that has developed strange properties, perhaps it an alien symbiont of some kind, with goal or objective (perhaps as simple as harmlessly feeding of your rage or your foes). You can select one of the options from the table below or work your DM to make an entirely new concept. It can be biological or mechanical in nature, or could even be part of your race or origin. Perhaps it something you find or something you make, but whatever its origin, it grants you terrifying capabilities on the battlefield. ##### Example Exosuit Table | d6 | Suit Description | |:--:|:----------------:| | 1 | A complex machine that expands from a
small metal ball. | | 2 | A syboitic strange creature that envelopes you,
stored in your blood. | | 3 | A crystaline suit that phases into existence
from a gem-like pendent. | 4 | A set of mystical runes that cover your body. | 5 | A mechanical armor that becomes
integrated in your body | | 6 | A sentient set of armor that walks around,
equipping itself to you in combat. > ##### Invention or Artifact? > In general, this path represents a character coming into contact with a highly advanced and powerful exosuit. It increases in powers represent the character becoming proficient with its abilities or it recovering them or the character becoming strong enough to support those systems being used. Invention would typically be more represented by an Inventor Warsmith. > > But this is a role-playing game! Do what you fits for your characters! A combination of backgrounds, ability scores, feats, and subclass can represent a huge range of characters. ### Exosuit Starting when you choose this path at 3rd level, you become bonded to the exosuit, though need not necessarily always be wearing. You are permanently connected to it in some way, and even if it is lost or destroyed, it recovers itself through its bond to you. In its dormant state, it has a small collapsed form, or no form at all (based on its nature). When you enter a rage, it activates it, becoming a complete suit of armor. It subsumes whatever armor you are wearing when it activates, adopting the AC of that armor (if you are not wearing armor, it has the AC of your Unarmored Defense). In addition, it grants you following properties: * **Regenerating Armor:** Your exosuit protects you from blows, reducing the damage you take by your Proficiency bonus. * **Iron Fists:** If you are not carrying anything in your hand, it becomes a weapon that deals 1d8 bludgeoning damage with the Light property. * **Smashing Force:** Whenever you succeed a shove or grapple check, the target creature takes 1d4 + your Strength modifier bludgeoning damage. ### Empowered Movement Starting at 6th level, your integration with your exosuit grants you new movement options. You gain a climbing speed equal to your movement speed, and the distance you can jump is tripled. ### Power Fist Additionally at 6th level, when you make an attack roll with your Iron Fists, you can choose to forgo adding your Proficiency bonus to the attack roll. If the attack hits, you can add double your Proficiency bonus to the damage roll. ### Heavy Lifting Starting at 10th level, while you are raging, when you are moving a grappled creature, your speed is no longer halved. ### Slam Additionally at 10th level, once per turn during your turn, if your movement of another creature is stopped by moving it into an large or larger object, a small or larger creature, or piece of terrain, the moved creature and what it collides with takes 1d6 bludgeoning damage for each 10 feet moved prior to collision. ### Infinite Leap Starting at 14th level, while you are raging, you gain a flying speed equal to your walking speed. > ##### Manner of Flight > The manner of your flight can vary depending on the nature of your exosuit. Mechanical ones may have boosters while biological ones may sprout wings.