The Ultimate Specimen
[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 Ultimate Specimen
Core Fantasy: The Ultimate Specimen is a Strength-based Breaker whose body is a living weapon and medical kit in one. They shapeshift to match any threat and keep squads alive in Gate zones through raw regeneration and extreme physical adaptation.
Level 1 Features
Specimen Physiology (Level 1)
Your base form is already combat-optimized.
Rules:
While you are not wearing heavy armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Your unarmed strikes deal 1d10 bludgeoning, piercing, or slashing damage (chosen each time you hit) instead of the normal damage. You are proficient with your unarmed strikes, and they count as melee weapons for your class features and class spells.
When you spend one or more Hit Dice to regain hit points during a short rest, you can reroll one of those dice. You must use the new roll.
Gatefield Medic (Level 1)
You are trained to stabilize allies under Gate pressure.
Rules:
You gain proficiency in the Medicine skill and with healer’s kits.
When you use your action to stabilize a dying creature, that creature also regains hit points equal to your Strength modifier (minimum 1 hit point). This does not require a healer’s kit.
Level 3 Feature
E-Rank: Vital Overflow (Level 3)
Healing others feeds your own regeneration loop.
Rules:
When you restore hit points to a creature other than yourself with a spell of this class of 1st level or higher, you gain temporary hit points equal to your Strength modifier + your proficiency bonus (minimum 1).
These temporary hit points last until the start of your next turn.
You can gain temporary hit points from this feature only once per turn.
Level 7 Feature
D-Rank: Adaptive Frame (Level 7)
You keep a permanent low-level adaptation ready at all times.
Rules:
When you finish a long rest, choose one adaptation: Climber, Swimmer, or Tracker. You keep this adaptation until you finish another long rest, when you can choose again.
Climber. You gain a climbing speed equal to your walking speed.
Swimmer. You gain a swimming speed equal to your walking speed and can hold your breath for up to 1 hour.
Tracker. You gain darkvision out to 60 feet (or extend your existing darkvision by 30 feet). You also have advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on smell or hearing.
Level 10 Feature
C-Rank: Predator Momentum (Level 10)
Each finished target pushes you forward through the fight.
Rules:
Once on each of your turns, when you reduce a hostile creature to 0 hit points with a melee weapon attack or an unarmed strike, you can move up to half your speed as part of the same turn.
This movement does not provoke opportunity attacks.
Level 13 Feature
B-Rank: Emergency Recovery Protocol (Level 13)
You can trigger a fast squad-wide recovery using their own reserves.
Rules:
As an action, you choose a number of willing creatures you can see within 30 feet of you, up to a maximum equal to your Strength modifier (minimum 1 creature). A chosen creature can be you.
Each chosen creature can immediately spend up to 2 of its Hit Dice. For each Hit Die a creature spends in this way, it rolls the die and adds its Constitution modifier, regaining that many hit points.
A creature that spends at least 1 Hit Die with this feature also regains additional hit points equal to your Strength modifier.
A creature that has no remaining Hit Dice cannot 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: Apex Resilience (Level 16)
Your body shrugs off most hazards that would end other Breakers.
Rules:
You are immune to disease and the poisoned condition.
When you gain this feature, choose two damage types from the following list: acid, cold, fire, lightning, necrotic, poison, radiant. You gain resistance to the chosen damage types.
When you finish a long rest, you can replace one of your chosen damage types with a different type from the list.
Level 20 Feature
S-Rank: Evolutionary Apex (Level 20)
You push your physiology outward, forcing your squad toward survival.
Rules:
As an action, you choose a number of creatures you can see within 30 feet of you, up to a maximum equal to your proficiency bonus. You can choose yourself. The effect lasts for 1 minute.
For the duration, each chosen creature gains the following benefits:
At the start of its turn, it gains temporary hit points equal to your Strength modifier + your proficiency bonus. These temporary hit points replace any temporary hit points it already has.
The first time during the duration that the creature would be reduced to 0 hit points but not killed outright, it is reduced to 1 hit point instead.
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