The Powerless - Updated

[If you've found yourself here, these are class feats I've created for when the feat update drops. I'm placing them here temporarily for anyone who is nosy and wants to look at them ahead of time.]


Class Name: The Powerless

Core Fantasy: The Powerless is an Intelligence-based Breaker who fights Gates with weapons, gear, and training instead of innate powers. They act as disciplined squad leaders and field operators, using ranged fire, tools, and drilled tactics to keep Awakened and monsters in check.

Level 1 Features

Combat Rig Training (Level 1)

You fight by thinking through every attack.
Rules:

  • You can use Intelligence, instead of Strength or Dexterity, for the attack and damage rolls of weapon attacks you make with weapons you are proficient with.

  • While you are wearing armor, you ignore any Strength requirement it has.

Battlefield Analyst (Level 1)

You process enemy positions and terrain faster than most Breakers.
Rules:

  • You gain proficiency in the Perception and Investigation skills. If you already have proficiency in a skill from this feature, you can instead gain proficiency in any other skill of your choice.

  • You add your Intelligence modifier to your initiative rolls, in addition to other modifiers.

  • You have advantage on Intelligence (Investigation) checks made to detect traps, hidden devices, or structural weaknesses in walls, doors, or other objects.

Level 3 Feature

E-Rank: Field Operator (Level 3)

At E-Rank, you move through Break zones with trained efficiency.
Rules:

  • While you are not wearing heavy armor, your walking speed increases by 10 feet.

  • While you are not wearing heavy armor, you have a climbing speed equal to your walking speed.

  • You have advantage on Strength (Athletics) checks made to climb or jump.

Level 7 Feature

D-Rank: Hardened Frame (Level 7)

At D-Rank, your body and gear are conditioned for long, punishing runs.
Rules:

  • While you are wearing armor and are not incapacitated, you gain a +1 bonus to AC.

  • You have resistance to thunder damage.

  • You have advantage on saving throws against being knocked prone.

Level 10 Feature

C-Rank: Squad Tactician (Level 10)

At C-Rank, you direct your team’s movement with clear, practiced calls.
Rules:

  • On each of your turns as a free action, you can choose one willing creature you can see within 30 feet of you.

  • That creature can immediately move up to 10 feet.

  • This movement does not provoke opportunity attacks and does not require any action or reaction from the creature.

  • A creature can benefit from this feature only once per round.

Level 13 Feature

B-Rank: Breakthrough Protocol (Level 13)

At B-Rank, you can trigger a coordinated push that cracks enemy lines.
Rules:

  • As an action, you choose a number of willing creatures you can see within 60 feet of you, up to a maximum equal to your proficiency bonus. You can choose yourself.

  • Each chosen creature can immediately move up to its speed and then make one weapon attack.

  • This movement does not provoke opportunity attacks.

  • A creature must be able to see or hear you to benefit from this feature.

  • You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Level 16 Feature

A-Rank: Veteran Operator (Level 16)

At A-Rank, your experience keeps you standing when others fall.
Rules:

  • At the start of each of your turns, if you took bludgeoning, piercing, or slashing damage from a nonmagical attack, you regain 5 hit points.

  • At the start of each of your turns, if you have no temporary hit points, you gain temporary hit points equal to your proficiency bonus. These temporary hit points last until the start of your next turn.

Level 20 Feature

S-Rank: Kill-Zone Command (Level 20)

At S-Rank, you turn the space around you into a controlled kill-zone for your squad.
Rules:

  • As an action, you create a 30-foot-radius zone centered on yourself that lasts for 1 minute and moves with you. This zone ends early if you are incapacitated or die.

  • While you are conscious, the following rules apply inside the zone:

    • The area is difficult terrain for hostile creatures.

    • Each hostile creature that starts its turn in the zone has its speed reduced by 10 feet until the end of that turn.

    • You and friendly creatures of your choice add your Intelligence modifier (minimum 1) to the damage of weapon attacks that hit hostile creatures in the zone. An individual attack can gain this bonus only once.

  • You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.


Subclass Options for The Powerless

Below are two subclasses for The Powerless.

Subclass: Power Armor Operator

You specialize in a custom exosuit. The suit is your main weapon and shield.

Power Armor Frame (Level 3)

You field a personalized powered exosuit built for frontline work.
Rules:

  • You gain a unique set of power armor called your frame. You are proficient with your frame.

  • While you are wearing your frame, you gain the following benefits:

    • Your frame’s AC equals 16 + your Dexterity modifier (maximum +2). It counts as heavy armor.

    • Your frame has no Strength requirement and does not impose disadvantage on Dexterity (Stealth) checks.

    • Donning or doffing your frame takes 1 minute.

    • You have advantage on Strength (Athletics) checks made to shove a creature, grapple a creature, or resist being shoved or grappled.

  • If your frame is destroyed or lost, you can rebuild it during a long rest if you have access to basic tools and materials. The exact requirements are set by the GM.

Overdrive Systems (Level 10)

You can push your frame into a short, high-output state.
Rules:

  • While you are wearing your power armor, you can activate Overdrive as a bonus action on your turn.

  • Overdrive lasts for 1 minute. It ends early if you are incapacitated or if you choose to end it on your turn (no action required).

  • While Overdrive is active and you are wearing your frame:

    • Your walking speed increases by 10 feet.

    • Once on each of your turns when you hit a creature with a weapon attack, you can deal extra damage to that creature equal to your proficiency bonus.

    • You have advantage on Strength and Dexterity saving throws against effects that target only you.

  • You can use Overdrive a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

S-Rank Frame Core (Level 20)

Your frame is an S-Rank asset, built to stand in the worst fields.
Rules:

  • While you are wearing your power armor:

    • You have resistance to bludgeoning, piercing, and slashing damage.

    • When you would be reduced to 0 hit points but not killed outright, you can instead drop to 1 hit point. Once you use this feature, you cannot use it again until you finish a long rest.


Subclass: Costumed Crusader

You are a martial, strategic vigilante who relies on planning, fear, and precision.

Masked Persona (Level 3)

You adopt a masked identity and fight as a symbol, not a face.
Rules:

  • You design a distinct costume or uniform that clearly marks your crusader identity and conceals your face. The costume can be any armor you are proficient with.

  • While you are wearing this costume:

    • You gain proficiency in one skill of your choice from the following list: Intimidation, Stealth, Acrobatics. If you already have proficiency in the chosen skill, you instead gain proficiency in any other skill of your choice.

    • You can use your Intelligence modifier instead of Charisma for Intimidation checks.

    • You can use your Intelligence modifier instead of Dexterity for Stealth checks.

  • Once on each of your turns, when you hit a creature with a weapon attack while you are wearing your costume and that creature is frightened or surprised, you deal extra damage to that creature equal to your proficiency bonus.

Battlefield Plans (Level 10)

You lead with clear, simple plans that your allies can follow.
Rules:

  • As a bonus action on your turn, you can issue a battle plan. Choose a number of creatures you can see within 30 feet of you, up to a maximum equal to your Intelligence modifier (minimum 1). Each chosen creature must be able to see or hear you.

  • Choose one of the following plans when you use this feature:

    • Attack Plan: Each chosen creature gains a +1 bonus to attack rolls until the start of your next turn.

    • Defense Plan: Each chosen creature gains a +1 bonus to AC until the start of your next turn.

  • You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Master Strategist (Level 20)

Your presence turns every fight into a planned engagement.
Rules:

  • Friendly creatures of your choice within 30 feet of you that can see or hear you add your Intelligence modifier (minimum +1) to their initiative rolls.

  • As a free action on each of your turns, you can choose one friendly creature you can see within 30 feet of you. That creature gains advantage on the next attack roll or saving throw it makes before the start of your next turn. A creature can benefit from this advantage from you only once per turn.